// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_LinkedAnimGraphBase.h" #include "Widgets/Text/STextBlock.h" #include "Widgets/Input/SCheckBox.h" #include "EdGraphSchema_K2.h" #include "Kismet2/CompilerResultsLog.h" #include "Kismet2/BlueprintEditorUtils.h" #include "PropertyHandle.h" #include "DetailLayoutBuilder.h" #include "DetailCategoryBuilder.h" #include "Animation/AnimNode_LinkedInputPose.h" #include "PropertyCustomizationHelpers.h" #include "ScopedTransaction.h" #include "AnimationGraphSchema.h" #include "Widgets/Layout/SBox.h" #include "UObject/CoreRedirects.h" #include "Animation/AnimNode_LinkedAnimGraph.h" #include "AnimGraphAttributes.h" #include "IAnimBlueprintCopyTermDefaultsContext.h" #include "AnimBlueprintExtension_LinkedAnimGraph.h" #include "EdGraphSchema_K2_Actions.h" #define LOCTEXT_NAMESPACE "LinkedAnimGraph" namespace LinkedAnimGraphGraphNodeConstants { FLinearColor TitleColor(0.2f, 0.2f, 0.8f); } void UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks() { FAnimNode_LinkedAnimGraph& RuntimeNode = *GetLinkedAnimGraphNode(); RuntimeNode.InputPoses.Empty(); RuntimeNode.InputPoseNames.Empty(); for(UEdGraphPin* Pin : Pins) { if(!Pin->bOrphanedPin) { if (UAnimationGraphSchema::IsPosePin(Pin->PinType)) { if(Pin->Direction == EGPD_Input) { RuntimeNode.InputPoses.AddDefaulted(); RuntimeNode.InputPoseNames.Add(Pin->GetFName()); } } } } } FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor() const { return LinkedAnimGraphGraphNodeConstants::TitleColor; } FSlateIcon UAnimGraphNode_LinkedAnimGraphBase::GetIconAndTint(FLinearColor& OutColor) const { return FSlateIcon("EditorStyle", "ClassIcon.AnimBlueprint"); } FText UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText() const { return LOCTEXT("ToolTip", "Runs a linked anim graph in another instance to process animation"); } FText UAnimGraphNode_LinkedAnimGraphBase::GetMenuCategory() const { return LOCTEXT("LinkedAnimGraphCategory", "Linked Anim Blueprints"); } FText UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle(ENodeTitleType::Type TitleType) const { UClass* TargetClass = GetTargetClass(); UAnimBlueprint* TargetAnimBlueprint = TargetClass ? CastChecked(TargetClass->ClassGeneratedBy) : nullptr; const FName TargetAnimBlueprintName = TargetAnimBlueprint ? TargetAnimBlueprint->GetFName() : NAME_None; const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode(); FFormatNamedArguments Args; Args.Add(TEXT("NodeType"), LOCTEXT("Title", "Linked Anim Graph")); Args.Add(TEXT("TargetClass"), FText::FromName(TargetAnimBlueprintName)); if(TitleType == ENodeTitleType::MenuTitle) { return LOCTEXT("Title", "Linked Anim Graph"); } else if(TitleType == ENodeTitleType::ListView) { if(Node.Tag != NAME_None) { Args.Add(TEXT("Tag"), FText::FromName(Node.Tag)); return FText::Format(LOCTEXT("TitleListFormatTagged", "{TargetClass} ({Tag})"), Args); } else if(TargetClass) { return FText::Format(LOCTEXT("TitleListFormat", "{TargetClass}"), Args); } else { return LOCTEXT("Title", "Linked Anim Graph"); } } else { if(Node.Tag != NAME_None) { Args.Add(TEXT("Tag"), FText::FromName(Node.Tag)); return FText::Format(LOCTEXT("TitleFormatTagged", "{TargetClass} ({Tag})\n{NodeType} "), Args); } else if(TargetClass) { return FText::Format(LOCTEXT("TitleFormat", "{TargetClass}\n{NodeType}"), Args); } else { return LOCTEXT("Title", "Linked Anim Graph"); } } } void UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) { Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); UAnimBlueprint* AnimBP = CastChecked(GetBlueprint()); UObject* OriginalNode = MessageLog.FindSourceObject(this); if(HasInstanceLoop()) { MessageLog.Error(TEXT("Detected loop in linked instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass()); } // Check for cycles from other linked instance nodes TArray Graphs; AnimBP->GetAllGraphs(Graphs); const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode(); // Check for duplicate tags in this anim blueprint for(UEdGraph* Graph : Graphs) { TArray LinkedAnimGraphNodes; Graph->GetNodesOfClass(LinkedAnimGraphNodes); for(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphNode : LinkedAnimGraphNodes) { if(LinkedAnimGraphNode == OriginalNode) { continue; } FAnimNode_LinkedAnimGraph& InnerNode = *LinkedAnimGraphNode->GetLinkedAnimGraphNode(); if(InnerNode.Tag != NAME_None && InnerNode.Tag == Node.Tag) { MessageLog.Error(*FText::Format(LOCTEXT("DuplicateTagErrorFormat", "Node @@ and node @@ both have the same tag '{0}'."), FText::FromName(Node.Tag)).ToString(), this, LinkedAnimGraphNode); } } } // Check we don't try to spawn our own blueprint if(GetTargetClass() == AnimBP->GetAnimBlueprintGeneratedClass()) { MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass()); } } void UAnimGraphNode_LinkedAnimGraphBase::ReallocatePinsDuringReconstruction(TArray& OldPins) { // Grab the SKELETON class here as when we are reconstructed during during BP compilation // the full generated class is not yet present built. UClass* TargetClass = GetTargetSkeletonClass(); if(!TargetClass) { // Nothing to search for properties return; } IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode(); // Add any pose pins for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName()) { for(const FName& PoseName : AnimBlueprintFunction.InputPoseNames) { UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, UAnimationGraphSchema::MakeLocalSpacePosePin(), PoseName); NewPin->PinFriendlyName = FText::FromName(PoseName); CustomizePinData(NewPin, PoseName, INDEX_NONE); } break; } } // Call super to add properties Super::ReallocatePinsDuringReconstruction(OldPins); } void UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); bool bRequiresNodeReconstruct = false; FProperty* ChangedProperty = PropertyChangedEvent.Property; if(ChangedProperty) { if (IsStructuralProperty(ChangedProperty)) { bRequiresNodeReconstruct = true; RebuildExposedProperties(); } } if(bRequiresNodeReconstruct) { ReconstructNode(); } } bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop() { TArray VisitedList; TArray CurrentStack; return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack); } bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray& VisitedNodes, TArray& NodeStack) { if(!VisitedNodes.Contains(CurrNode->NodeGuid)) { VisitedNodes.Add(CurrNode->NodeGuid); NodeStack.Add(CurrNode->NodeGuid); if(UAnimBlueprint* AnimBP = Cast(UBlueprint::GetBlueprintFromClass(CurrNode->GetTargetClass()))) { // Check for cycles from other linked instance nodes TArray Graphs; AnimBP->GetAllGraphs(Graphs); for(UEdGraph* Graph : Graphs) { TArray LinkedInstanceNodes; Graph->GetNodesOfClass(LinkedInstanceNodes); for(UAnimGraphNode_LinkedAnimGraphBase* LinkedInstanceNode : LinkedInstanceNodes) { // If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop if((!VisitedNodes.Contains(LinkedInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(LinkedInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(LinkedInstanceNode->NodeGuid)) { return true; } } } } } NodeStack.Remove(CurrNode->NodeGuid); return false; } void UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { Super::CustomizeDetails(DetailBuilder); GenerateExposedPinsDetails(DetailBuilder); IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings"))); // Customize InstanceClass { TSharedRef ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass()); ClassHandle->MarkHiddenByCustomization(); FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class")); ClassWidgetRow.NameContent() [ ClassHandle->CreatePropertyNameWidget() ] .ValueContent() .MinDesiredWidth(250.0f) [ SNew(SObjectPropertyEntryBox) .ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath) .AllowedClass(UAnimBlueprint::StaticClass()) .NewAssetFactories(TArray()) .OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint)) .OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint, &DetailBuilder)) ]; } } void UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder) { // We dont allow multi-select here if(DetailBuilder.GetSelectedObjects().Num() > 1) { DetailBuilder.HideCategory(TEXT("Settings")); return; } // We dont allow multi-select here if(DetailBuilder.GetSelectedObjects().Num() > 1) { DetailBuilder.HideCategory(TEXT("Settings")); return; } TArray ExposableProperties; GetExposableProperties(ExposableProperties); if(ExposableProperties.Num() > 0) { IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Exposable Properties"))); FDetailWidgetRow& HeaderWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("ExposeAll", "Expose All")); HeaderWidgetRow.NameContent() [ SNew(STextBlock) .Text(LOCTEXT("PropertyName", "Name")) .Font(IDetailLayoutBuilder::GetDetailFontBold()) ]; HeaderWidgetRow.ValueContent() [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .AutoWidth() .VAlign(VAlign_Center) [ SNew(STextBlock) .Text(LOCTEXT("ExposeAllPropertyValue", "Expose All")) .Font(IDetailLayoutBuilder::GetDetailFontBold()) ] +SHorizontalBox::Slot() .FillWidth(1.0f) .HAlign(HAlign_Right) .VAlign(VAlign_Center) [ SNew(SCheckBox) .IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::AreAllPropertiesExposed) .OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeAllCheckboxChanged) ] ]; for(FProperty* Property : ExposableProperties) { FDetailWidgetRow& PropertyWidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName())); FName PropertyName = Property->GetFName(); FText PropertyTypeText = GetPropertyTypeText(Property); FFormatNamedArguments Args; Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName)); Args.Add(TEXT("PropertyType"), PropertyTypeText); FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args); PropertyWidgetRow.NameContent() [ SNew(STextBlock) .Text(FText::FromString(Property->GetName())) .ToolTipText(TooltipText) .Font(IDetailLayoutBuilder::GetDetailFont()) ]; PropertyWidgetRow.ValueContent() [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .VAlign(VAlign_Center) .AutoWidth() [ SNew(STextBlock) .Text(LOCTEXT("ExposePropertyValue", "Expose:")) .Font(IDetailLayoutBuilder::GetDetailFont()) ] +SHorizontalBox::Slot() .FillWidth(1.0f) .HAlign(HAlign_Right) .VAlign(VAlign_Center) [ SNew(SCheckBox) .IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::IsPropertyExposed, PropertyName) .OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeCheckboxChanged, PropertyName) ] ]; } } } bool UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty(FProperty* InProperty) const { return InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InstanceClass); } FString UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath() const { UClass* InstanceClass = GetTargetClass(); if(InstanceClass) { UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass); if(ActualBlueprint) { return ActualBlueprint->GetPathName(); } } return FString(); } bool UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const { // Check recursion if(AssetData.IsAssetLoaded() && Cast(AssetData.GetAsset()) == GetBlueprint()) { return true; } // Check skeleton FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag("TargetSkeleton"); if (Result.IsSet()) { if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { if (!CurrentBlueprint->TargetSkeleton->IsCompatibleSkeletonByAssetString(Result.GetValue())) { return true; } } } return false; } void UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder) { FScopedTransaction Transaction(LOCTEXT("SetInstanceBlueprint", "Set Linked Blueprint")); Modify(); TSharedRef ClassHandle = InDetailBuilder->GetProperty(TEXT("Node.InstanceClass"), GetClass()); if(UAnimBlueprint* Blueprint = Cast(AssetData.GetAsset())) { ClassHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass()); } else { ClassHandle->SetValue((UObject*)nullptr); } } FPoseLinkMappingRecord UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin) { FPoseLinkMappingRecord Record = Super::GetLinkIDLocation(NodeType, SourcePin); if(Record.IsValid()) { return Record; } else if(SourcePin->LinkedTo.Num() > 0 && SourcePin->Direction == EGPD_Input) { const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode(); check(Node.InputPoses.Num() == Node.InputPoseNames.Num()); // perform name-based logic for input pose pins if (UAnimGraphNode_Base* LinkedNode = Cast(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0]))) { FArrayProperty* ArrayProperty = FindFieldChecked(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses)); int32 ArrayIndex = INDEX_NONE; if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex)) { check(Node.InputPoses.IsValidIndex(ArrayIndex)); return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex); } } } return FPoseLinkMappingRecord::MakeInvalid(); } void UAnimGraphNode_LinkedAnimGraphBase::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const { // We have the potential to output ALL registered attributes as we can contain any dynamically-linked graph const UAnimGraphAttributes* AnimGraphAttributes = GetDefault(); AnimGraphAttributes->ForEachAttribute([&OutAttributes](const FAnimGraphAttributeDesc& InDesc) { OutAttributes.Add(InDesc.Name); }); } void UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) { Super::OnCopyTermDefaultsToDefaultObject(InCompilationContext, InPerNodeContext, OutCompiledData); UAnimGraphNode_LinkedAnimGraphBase* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked(this); FAnimNode_LinkedAnimGraph* DestinationNode = reinterpret_cast(InPerNodeContext.GetDestinationPtr()); DestinationNode->NodeIndex = InPerNodeContext.GetNodePropertyIndex(); } void UAnimGraphNode_LinkedAnimGraphBase::GetRequiredExtensions(TArray>& OutExtensions) const { OutExtensions.Add(UAnimBlueprintExtension_LinkedAnimGraph::StaticClass()); } TSharedPtr UAnimGraphNode_LinkedAnimGraphBase::GetEventNodeAction(const FText& ActionCategory) { TSharedPtr NodeAction = MakeShareable(new FEdGraphSchemaAction_K2Event(ActionCategory, GetNodeTitle(ENodeTitleType::ListView), GetTooltipText(), 0)); NodeAction->NodeTemplate = this; return NodeAction; } #undef LOCTEXT_NAMESPACE