// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_BlendSpaceEvaluator.h" #include "ToolMenus.h" #include "AnimGraphCommands.h" #include "BlueprintNodeSpawner.h" #include "Kismet2/CompilerResultsLog.h" #include "IAnimBlueprintNodeOverrideAssetsContext.h" #include "AssetRegistry/AssetRegistryModule.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeTemplateCache.h" ///////////////////////////////////////////////////// // UAnimGraphNode_BlendSpaceEvaluator #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const { UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace)); return GetNodeTitleHelper(TitleType, BlendSpacePin, LOCTEXT("PlayerDesc", "Blendspace Evaluator")); } void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const { GetMenuActionsHelper( InActionRegistrar, GetClass(), { UBlendSpace::StaticClass() }, { }, [](const FAssetData& InAssetData) { return FText::Format(LOCTEXT("MenuDescFormat", "Blendspace Evaluator '{0}'"), FText::FromName(InAssetData.AssetName)); }, [](const FAssetData& InAssetData) { return FText::Format(LOCTEXT("MenuDescTooltipFormat", "Blendspace Evaluator\n'{0}'"), FText::FromName(InAssetData.ObjectPath)); }, [](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData) { UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData); }); } void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace(); UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace)); if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr) { BlendSpaceToCheck = Cast(BlendSpacePin->DefaultObject); } if (BlendSpaceToCheck == nullptr) { // Check for bindings bool bHasBinding = false; if(BlendSpacePin != nullptr) { if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(BlendSpacePin->GetFName())) { bHasBinding = true; } } // we may have a connected node or binding if (BlendSpacePin == nullptr || (BlendSpacePin->LinkedTo.Num() == 0 && !bHasBinding)) { MessageLog.Error(TEXT("@@ references an unknown blend space"), this); } } else { 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? !ForSkeleton->IsCompatible(BlendSpaceSkeleton)) { MessageLog.Error(TEXT("@@ references blendspace that uses an incompatible skeleton @@"), this, BlendSpaceSkeleton); } } } void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) { UAnimBlueprint* AnimBlueprint = GetAnimBlueprint(); AnimBlueprint->FindOrAddGroup(Node.GetGroupName()); } void UAnimGraphNode_BlendSpaceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const { if (!Context->bIsDebugging) { // add an option to convert to single frame { FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space")); Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset); Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSPlayer); } } } void UAnimGraphNode_BlendSpaceEvaluator::SetAnimationAsset(UAnimationAsset* Asset) { if (UBlendSpace* BlendSpace = Cast(Asset)) { Node.SetBlendSpace(BlendSpace); } } void UAnimGraphNode_BlendSpaceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const { if(InContext.GetAssets().Num() > 0) { if (UBlendSpace* BlendSpace = Cast(InContext.GetAssets()[0])) { FAnimNode_BlendSpaceEvaluator& AnimNode = InContext.GetAnimNode(); AnimNode.SetBlendSpace(BlendSpace); } } } bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const { return true; } UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const { UBlendSpace* BlendSpace = Node.GetBlendSpace(); UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace)); if (BlendSpacePin != nullptr && BlendSpace == nullptr) { BlendSpace = Cast(BlendSpacePin->DefaultObject); } return BlendSpace; } const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const { return TEXT("InternalTimeAccumulator"); } UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const { return FAnimNode_BlendSpaceEvaluator::StaticStruct(); } EAnimAssetHandlerType UAnimGraphNode_BlendSpaceEvaluator::SupportsAssetClass(const UClass* AssetClass) const { if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass)) { return EAnimAssetHandlerType::Supported; } else { return EAnimAssetHandlerType::NotSupported; } } #undef LOCTEXT_NAMESPACE