// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Misc/Guid.h" #include "AnimGraphNode_Base.h" #include "Animation/AnimNode_CustomProperty.h" #include "IClassVariableCreator.h" #include "AnimGraphNode_CustomProperty.generated.h" class FCompilerResultsLog; class IDetailLayoutBuilder; class IPropertyHandle; UCLASS(Abstract) class ANIMGRAPH_API UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base, public IClassVariableCreator { GENERATED_BODY() public: // IClassVariableCreator interface virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override; //~ Begin UEdGraphNode Interface. virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override; virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual UObject* GetJumpTargetForDoubleClick() const override; virtual bool HasExternalDependencies(TArray* OptionalOutput /*= NULL*/) const override; //~ End UEdGraphNode Interface. // UAnimGraphNode_Base interface virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override; virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override; // Gets the property on InOwnerInstanceClass that corresponds to InInputPin void GetInstancePinProperty(const IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphPin* InInputPin, FProperty*& OutProperty); // Gets the unique name for the property linked to a given pin FString GetPinTargetVariableName(const UEdGraphPin* InPin) const; // Gets Target Class this properties to link UClass* GetTargetClass() const; // Add Source and Target Properties - Check FAnimNode_CustomProperty void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName); // Helper used to get the skeleton class we are targeting virtual UClass* GetTargetSkeletonClass() const; // ----- UI CALLBACKS ----- // // User changed the instance class etc. void OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder); // If given property exposed on this node virtual ECheckBoxState IsPropertyExposed(FName PropertyName) const; // User chose to expose, or unexpose a property virtual void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName); // If all possible properties are exposed on this node virtual ECheckBoxState AreAllPropertiesExposed() const; // User chose to expose, or unexpose all properties virtual void OnPropertyExposeAllCheckboxChanged(ECheckBoxState NewState); // User changed the instance class void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder); protected: /** List of property names we know to exist on the target class, so we can detect when * Properties are added or removed on reconstruction */ UPROPERTY() TArray KnownExposableProperties; /** Names of properties the user has chosen to expose */ UPROPERTY() TArray ExposedPropertyNames; // Searches the instance class for properties that we can expose (public and BP visible) virtual void GetExposableProperties(TArray& OutExposableProperties) const; // Gets a property's type as FText (for UI) FText GetPropertyTypeText(FProperty* Property); // Given a new class, rebuild the known property list (for tracking class changes and moving pins) virtual void RebuildExposedProperties(); // internal node accessor virtual FAnimNode_CustomProperty* GetCustomPropertyNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;); virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;); // Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) virtual bool IsStructuralProperty(FProperty* InProperty) const { return false; } // Whether this node needs a valid target class up-front virtual bool NeedsToSpecifyValidTargetClass() const { return true; } };