// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_AimOffsetLookAt.h" #include "GraphEditorActions.h" #include "Kismet2/CompilerResultsLog.h" #include "BlueprintNodeSpawner.h" #include "BlueprintActionDatabaseRegistrar.h" #include "Animation/AnimationSettings.h" #include "Animation/AimOffsetBlendSpace.h" #include "Animation/AimOffsetBlendSpace1D.h" #include "UObject/UObjectHash.h" #include "UObject/UObjectIterator.h" #include "Framework/MultiBox/MultiBoxBuilder.h" ///////////////////////////////////////////////////// // UAnimGraphNode_RotationOffsetBlendSpace #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_AimOffsetLookAt::GetTooltipText() const { // FText::Format() is slow, so we utilize the cached list title return GetNodeTitle(ENodeTitleType::ListView); } FText UAnimGraphNode_AimOffsetLookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const { UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace; UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace)); if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr) { BlendSpaceToCheck = Cast(BlendSpacePin->DefaultObject); } if (BlendSpaceToCheck == nullptr) { if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { return LOCTEXT("AimOffsetLookAt_NONE_ListTitle", "LookAt AimOffset '(None)'"); } else { return LOCTEXT("AimOffsetLookAt_NONE_Title", "(None)\nLookAt AimOffset"); } } // @TODO: the bone can be altered in the property editor, so we have to // choose to mark this dirty when that happens for this to properly work else //if (!CachedNodeTitles.IsTitleCached(TitleType, this)) { const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName()); FFormatNamedArguments Args; Args.Add(TEXT("BlendSpaceName"), BlendSpaceName); // FText::Format() is slow, so we cache this to save on performance if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtListTitle", "LookAt AimOffset '{BlendSpaceName}'"), Args), this); } else { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtFullTitle", "{BlendSpaceName}\nLookAt AimOffset"), Args), this); } } return CachedNodeTitles[TitleType]; } void UAnimGraphNode_AimOffsetLookAt::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { struct GetMenuActions_Utils { static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr BlendSpace) { UAnimGraphNode_AimOffsetLookAt* BlendSpaceNode = CastChecked(NewNode); BlendSpaceNode->Node.BlendSpace = BlendSpace.Get(); } static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf const NodeClass, const UBlendSpaceBase* BlendSpace) { UBlueprintNodeSpawner* NodeSpawner = nullptr; bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) || BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass()); if (bIsAimOffset) { NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass); check(NodeSpawner != nullptr); TWeakObjectPtr BlendSpacePtr = MakeWeakObjectPtr(const_cast(BlendSpace)); NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr); } return NodeSpawner; } }; if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter()) { if (const UBlendSpaceBase* TargetBlendSpace = Cast(RegistrarTarget)) { if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace)) { ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner); } } // else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset) } else { UClass* NodeClass = GetClass(); for (TObjectIterator BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt) { UBlendSpaceBase* BlendSpace = *BlendSpaceIt; if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace)) { ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner); } } } } FBlueprintNodeSignature UAnimGraphNode_AimOffsetLookAt::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddSubObject(Node.BlendSpace); return NodeSignature; } void UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset(UAnimationAsset* Asset) { if (UBlendSpaceBase* BlendSpace = Cast(Asset)) { Node.BlendSpace = BlendSpace; } } void UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace; UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace)); if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr) { BlendSpaceToCheck = Cast(BlendSpacePin->DefaultObject); } if (!BlendSpaceToCheck) { // we may have a connected node if (BlendSpacePin == nullptr || BlendSpacePin->LinkedTo.Num() == 0) { MessageLog.Error(TEXT("@@ references an unknown blend space"), this); } } else if (Cast(BlendSpaceToCheck) == nullptr && Cast(BlendSpaceToCheck) == nullptr) { MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this); } else { const USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton(); if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded? !BlendSpaceSkeleton->IsCompatible(ForSkeleton)) { MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton); } // Make sure that the source socket name is a valid one for the skeleton UEdGraphPin* SocketNamePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, SourceSocketName)); FName SocketNameToCheck = (SocketNamePin != nullptr) ? FName(*SocketNamePin->DefaultValue) : Node.SourceSocketName; // Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus the socket name check is invalid UE-39499 (NEED FIX) if (BlendSpaceSkeleton && !BlendSpaceSkeleton->HasAnyFlags(RF_NeedPostLoad)) { const bool bValidValue = SocketNamePin == nullptr && BlendSpaceSkeleton->FindSocket(Node.SourceSocketName); const bool bValidPinValue = SocketNamePin != nullptr && BlendSpaceSkeleton->FindSocket(FName(*SocketNamePin->DefaultValue)); const bool bValidConnectedPin = SocketNamePin != nullptr && SocketNamePin->LinkedTo.Num(); if (!bValidValue && !bValidPinValue && !bValidConnectedPin) { FFormatNamedArguments Args; Args.Add(TEXT("SocketName"), FText::FromName(SocketNameToCheck)); const FText Msg = FText::Format(LOCTEXT("SocketNameNotFound", "@@ - Socket {SocketName} not found in Skeleton"), Args); MessageLog.Error(*Msg.ToString(), this); } } } if (UAnimationSettings::Get()->bEnablePerformanceLog) { if (Node.LODThreshold < 0) { MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this); } } if(FMath::IsNearlyZero(Node.SocketAxis.SizeSquared())) { MessageLog.Error(TEXT("Socket axis for node @@ is zero."), this); } } void UAnimGraphNode_AimOffsetLookAt::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const { if (!Context.bIsDebugging) { // add an option to convert to single frame Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space")); { Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset); Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToAimOffsetSimple); } Context.MenuBuilder->EndSection(); } } void UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred(TArray& AnimationAssets) const { if (Node.BlendSpace) { HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets); } } void UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations(const TMap& AnimAssetReplacementMap) { HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap); } void UAnimGraphNode_AimOffsetLookAt::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const { Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex); // Hide input pins that are not relevant for this child class. UBlendSpaceBase * BlendSpace = GetBlendSpace(); if (BlendSpace != NULL) { if ((SourcePropertyName == TEXT("X")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(0).DisplayName))) { Pin->bHidden = true; } if ((SourcePropertyName == TEXT("Y")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(1).DisplayName))) { Pin->bHidden = true; } if ((SourcePropertyName == TEXT("Z")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(2).DisplayName))) { Pin->bHidden = true; } } } #undef LOCTEXT_NAMESPACE