// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_SequenceEvaluator.h" #include "ToolMenus.h" #include "Kismet2/CompilerResultsLog.h" #include "AnimGraphCommands.h" #include "Animation/AnimComposite.h" #include "Animation/AnimSequence.h" #include "AnimGraphNode_SequenceEvaluator.h" ///////////////////////////////////////////////////// // UAnimGraphNode_SequenceEvaluator #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets() { PreloadObject(Node.Sequence); Super::PreloadRequiredAssets(); } void UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) { UAnimBlueprint* AnimBlueprint = GetAnimBlueprint(); AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName); Node.GroupName = SyncGroup.GroupName; Node.GroupRole = SyncGroup.GroupRole; Node.Method = SyncGroup.Method; } void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray& AnimationAssets) const { if(Node.Sequence) { HandleAnimReferenceCollection(Node.Sequence, AnimationAssets); } } void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap& AnimAssetReplacementMap) { HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap); } FText UAnimGraphNode_SequenceEvaluator::GetTooltipText() const { // FText::Format() is slow, so we utilize the cached list title return GetNodeTitle(ENodeTitleType::ListView); } FText UAnimGraphNode_SequenceEvaluator::GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const { const FText SequenceName = FText::FromString(InSequence->GetName()); FFormatNamedArguments Args; Args.Add(TEXT("SequenceName"), SequenceName); // FText::Format() is slow, so we cache this to save on performance if (InSequence->IsValidAdditive()) { CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args), this); } else { CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args), this); } return CachedNodeTitle; } FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (Node.Sequence == nullptr) { // we may have a valid variable connected or default pin value UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence)); if (SequencePin && SequencePin->LinkedTo.Num() > 0) { return LOCTEXT("EvaluateSequence_TitleVariable", "Evaluate Animation Sequence"); } else if (SequencePin && SequencePin->DefaultObject != nullptr) { return GetNodeTitleForSequence(TitleType, CastChecked(SequencePin->DefaultObject)); } else { return LOCTEXT("EvaluateSequence_TitleNONE", "Evaluate (None)"); } } // @TODO: don't know enough about this node type to comfortably assert that // the CacheName won't change after the node has spawned... until // then, we'll leave this optimization off else //if (CachedNodeTitle.IsOutOfDate(this)) { GetNodeTitleForSequence(TitleType, Node.Sequence); } return CachedNodeTitle; } void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu. } void UAnimGraphNode_SequenceEvaluator::SetAnimationAsset(UAnimationAsset* Asset) { if (UAnimSequenceBase* Seq = Cast(Asset)) { Node.Sequence = Seq; } } void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); UAnimSequenceBase* SequenceToCheck = Node.Sequence; UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence)); if (SequencePin != nullptr && SequenceToCheck == nullptr) { SequenceToCheck = Cast(SequencePin->DefaultObject); } if (SequenceToCheck == nullptr) { // Check for bindings bool bHasBinding = false; if(SequencePin != nullptr) { if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(SequencePin->GetFName())) { bHasBinding = true; } } // we may have a connected node or binding if (SequencePin == nullptr || (SequencePin->LinkedTo.Num() == 0 && !bHasBinding)) { MessageLog.Error(TEXT("@@ references an unknown sequence"), this); } } else { USkeleton* SeqSkeleton = SequenceToCheck->GetSkeleton(); if (SeqSkeleton && // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded? !ForSkeleton->IsCompatible(SeqSkeleton)) { MessageLog.Error(TEXT("@@ references sequence that uses an incompatible skeleton @@"), this, SeqSkeleton); } } } void UAnimGraphNode_SequenceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const { if (!Context->bIsDebugging) { // add an option to convert to a regular sequence player { FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator")); Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset); Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToSeqPlayer); } } } bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const { return true; } UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const { UAnimSequenceBase* Sequence = Node.Sequence; UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence)); if (SequencePin != nullptr && Sequence == nullptr) { Sequence = Cast(SequencePin->DefaultObject); } return Node.Sequence; } const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const { return TEXT("ExplicitTime"); } UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const { return FAnimNode_SequenceEvaluator::StaticStruct(); } EAnimAssetHandlerType UAnimGraphNode_SequenceEvaluator::SupportsAssetClass(const UClass* AssetClass) const { if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass())) { return EAnimAssetHandlerType::Supported; } else { return EAnimAssetHandlerType::NotSupported; } } #undef LOCTEXT_NAMESPACE