// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_BlendSpacePlayer.h" #include "UObject/UObjectHash.h" #include "UObject/UObjectIterator.h" #include "ToolMenus.h" #include "GraphEditorActions.h" #include "Kismet2/CompilerResultsLog.h" #include "BlueprintNodeSpawner.h" #include "BlueprintActionDatabaseRegistrar.h" #include "Animation/AimOffsetBlendSpace.h" #include "Animation/AimOffsetBlendSpace1D.h" #include "AnimGraphCommands.h" ///////////////////////////////////////////////////// // UAnimGraphNode_BlendSpacePlayer #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_BlendSpacePlayer::UAnimGraphNode_BlendSpacePlayer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_BlendSpacePlayer::GetTooltipText() const { // FText::Format() is slow, so we utilize the cached list title return GetNodeTitle(ENodeTitleType::ListView); } FText UAnimGraphNode_BlendSpacePlayer::GetNodeTitleForBlendSpace(ENodeTitleType::Type TitleType, UBlendSpaceBase* InBlendSpace) const { const FText BlendSpaceName = FText::FromString(InBlendSpace->GetName()); if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { FFormatNamedArguments Args; Args.Add(TEXT("BlendSpaceName"), BlendSpaceName); // FText::Format() is slow, so we cache this to save on performance CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendspacePlayer", "Blendspace Player '{BlendSpaceName}'"), Args), this); } else { FFormatNamedArguments TitleArgs; TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName); FText Title = FText::Format(LOCTEXT("BlendSpacePlayerFullTitle", "{BlendSpaceName}\nBlendspace Player"), TitleArgs); if (TitleType == ENodeTitleType::FullTitle) { FFormatNamedArguments Args; Args.Add(TEXT("Title"), Title); if(SyncGroup.Method == EAnimSyncMethod::SyncGroup) { Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName)); Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args); } else if(SyncGroup.Method == EAnimSyncMethod::Graph) { Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nGraph sync group"), Args); UObject* ObjectBeingDebugged = GetAnimBlueprint()->GetObjectBeingDebugged(); UAnimBlueprintGeneratedClass* GeneratedClass = GetAnimBlueprint()->GetAnimBlueprintGeneratedClass(); if (ObjectBeingDebugged && GeneratedClass) { int32 NodeIndex = GeneratedClass->GetNodeIndexFromGuid(NodeGuid); if(NodeIndex != INDEX_NONE) { if(const FName* SyncGroupNamePtr = GeneratedClass->GetAnimBlueprintDebugData().NodeSyncsThisFrame.Find(NodeIndex)) { Args.Add(TEXT("SyncGroupName"), FText::FromName(*SyncGroupNamePtr)); Title = FText::Format(LOCTEXT("BlendSpaceNodeGraphGroupSubtitle", "{Title}\nGraph sync group {SyncGroupName}"), Args); } } } } } // FText::Format() is slow, so we cache this to save on performance CachedNodeTitles.SetCachedTitle(TitleType, Title, this); } return CachedNodeTitles[TitleType]; } FText UAnimGraphNode_BlendSpacePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (Node.BlendSpace == nullptr) { // we may have a valid variable connected or default pin value UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace)); if (BlendSpacePin && BlendSpacePin->LinkedTo.Num() > 0) { return LOCTEXT("BlendspacePlayer_Variable_Title", "Blendspace Player"); } else if (BlendSpacePin && BlendSpacePin->DefaultObject != nullptr) { return GetNodeTitleForBlendSpace(TitleType, CastChecked(BlendSpacePin->DefaultObject)); } else { if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { return LOCTEXT("BlendspacePlayer_NONE_ListTitle", "Blendspace Player '(None)'"); } else { return LOCTEXT("BlendspacePlayer_NONE_Title", "(None)\nBlendspace Player"); } } } // @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)) { return GetNodeTitleForBlendSpace(TitleType, Node.BlendSpace); } } void UAnimGraphNode_BlendSpacePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace; UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, 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? !BlendSpaceSkeleton->IsCompatible(ForSkeleton)) { MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton); } } } void UAnimGraphNode_BlendSpacePlayer::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_BlendSpacePlayer::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const { if (!Context->bIsDebugging) { // add an option to convert to single frame { FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpaceEvaluator", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space")); Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset); Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSEvaluator); Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSGraph); } } } void UAnimGraphNode_BlendSpacePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { struct GetMenuActions_Utils { static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr BlendSpace) { UAnimGraphNode_BlendSpacePlayer* 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(TargetBlendSpace->IsAsset()) { 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(BlendSpace->IsAsset()) { if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace)) { ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner); } } } } } FBlueprintNodeSignature UAnimGraphNode_BlendSpacePlayer::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddSubObject(Node.BlendSpace); return NodeSignature; } void UAnimGraphNode_BlendSpacePlayer::SetAnimationAsset(UAnimationAsset* Asset) { if (UBlendSpaceBase* BlendSpace = Cast(Asset)) { Node.BlendSpace = BlendSpace; } } void UAnimGraphNode_BlendSpacePlayer::GetAllAnimationSequencesReferred(TArray& AnimationAssets) const { if(Node.BlendSpace) { HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets); } } void UAnimGraphNode_BlendSpacePlayer::ReplaceReferredAnimations(const TMap& AnimAssetReplacementMap) { HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap); } bool UAnimGraphNode_BlendSpacePlayer::DoesSupportTimeForTransitionGetter() const { return true; } UAnimationAsset* UAnimGraphNode_BlendSpacePlayer::GetAnimationAsset() const { UBlendSpaceBase* BlendSpace = Node.BlendSpace; UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace)); if (BlendSpacePin != nullptr && BlendSpace == nullptr) { BlendSpace = Cast(BlendSpacePin->DefaultObject); } return BlendSpace; } const TCHAR* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyName() const { return TEXT("InternalTimeAccumulator"); } UScriptStruct* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyStruct() const { return FAnimNode_BlendSpacePlayer::StaticStruct(); } EAnimAssetHandlerType UAnimGraphNode_BlendSpacePlayer::SupportsAssetClass(const UClass* AssetClass) const { if (AssetClass->IsChildOf(UBlendSpaceBase::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass)) { return EAnimAssetHandlerType::PrimaryHandler; } else { return EAnimAssetHandlerType::NotSupported; } } #undef LOCTEXT_NAMESPACE