// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UnrealType.h" #include "Animation/AnimationAsset.h" #include "Animation/AnimBlueprint.h" #include "Animation/AnimBlueprintGeneratedClass.h" #include "Animation/AnimNodeBase.h" #include "Editor.h" #include "K2Node.h" #include "AnimGraphNode_Base.generated.h" class FAnimBlueprintCompilerContext; class FAnimGraphNodeDetails; class FBlueprintActionDatabaseRegistrar; class FCanvas; class FCompilerResultsLog; class FPrimitiveDrawInterface; class IDetailLayoutBuilder; class UAnimGraphNode_Base; class UEdGraphSchema; class USkeletalMeshComponent; struct FPoseLinkMappingRecord { public: static FPoseLinkMappingRecord MakeFromArrayEntry(UAnimGraphNode_Base* LinkingNode, UAnimGraphNode_Base* LinkedNode, UArrayProperty* ArrayProperty, int32 ArrayIndex) { checkSlow(CastChecked(ArrayProperty->Inner)->Struct->IsChildOf(FPoseLinkBase::StaticStruct())); FPoseLinkMappingRecord Result; Result.LinkingNode = LinkingNode; Result.LinkedNode = LinkedNode; Result.ChildProperty = ArrayProperty; Result.ChildPropertyIndex = ArrayIndex; return Result; } static FPoseLinkMappingRecord MakeFromMember(UAnimGraphNode_Base* LinkingNode, UAnimGraphNode_Base* LinkedNode, UStructProperty* MemberProperty) { checkSlow(MemberProperty->Struct->IsChildOf(FPoseLinkBase::StaticStruct())); FPoseLinkMappingRecord Result; Result.LinkingNode = LinkingNode; Result.LinkedNode = LinkedNode; Result.ChildProperty = MemberProperty; Result.ChildPropertyIndex = INDEX_NONE; return Result; } static FPoseLinkMappingRecord MakeInvalid() { FPoseLinkMappingRecord Result; return Result; } bool IsValid() const { return LinkedNode != nullptr; } UAnimGraphNode_Base* GetLinkedNode() const { return LinkedNode; } UAnimGraphNode_Base* GetLinkingNode() const { return LinkingNode; } ANIMGRAPH_API void PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const; protected: FPoseLinkMappingRecord() : LinkedNode(nullptr) , LinkingNode(nullptr) , ChildProperty(nullptr) , ChildPropertyIndex(INDEX_NONE) { } protected: // Linked node for this pose link, can be nullptr UAnimGraphNode_Base* LinkedNode; // Linking node for this pose link, can be nullptr UAnimGraphNode_Base* LinkingNode; // Will either be an array property containing FPoseLinkBase derived structs, indexed by ChildPropertyIndex, or a FPoseLinkBase derived struct property UProperty* ChildProperty; // Index when ChildProperty is an array int32 ChildPropertyIndex; }; UENUM() enum class EBlueprintUsage : uint8 { NoProperties, DoesNotUseBlueprint, UsesBlueprint }; /** Enum that indicates level of support of this node for a parciular asset class */ enum class EAnimAssetHandlerType : uint8 { PrimaryHandler, Supported, NotSupported }; /** * This is the base class for any animation graph nodes that generate or consume an animation pose in * the animation blend graph. * * Any concrete implementations will be paired with a runtime graph node derived from FAnimNode_Base */ UCLASS(Abstract) class ANIMGRAPH_API UAnimGraphNode_Base : public UK2Node { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize) TArray ShowPinForProperties; UPROPERTY(Transient) EBlueprintUsage BlueprintUsage; // UObject interface virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; virtual void PreEditChange(UProperty* PropertyAboutToChange) override; // End of UObject interface // UEdGraphNode interface virtual void AllocateDefaultPins() override; virtual FLinearColor GetNodeTitleColor() const override; virtual FString GetDocumentationLink() const override; virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override; virtual bool ShowPaletteIconOnNode() const override{ return false; } virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; // End of UEdGraphNode interface // UK2Node interface virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual bool ShouldShowNodeProperties() const override { return true; } virtual bool CanPlaceBreakpoints() const override { return false; } virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override; virtual void GetNodeAttributes(TArray>& OutNodeAttributes) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; // By default return any animation assets we have virtual UObject* GetJumpTargetForDoubleClick() const override { return GetAnimationAsset(); } virtual bool CanJumpToDefinition() const override; virtual void JumpToDefinition() const override; // End of UK2Node interface // UAnimGraphNode_Base interface // Gets the menu category this node belongs in virtual FString GetNodeCategory() const; // Is this node a sink that has no pose outputs? virtual bool IsSinkNode() const { return false; } // Create any output pins necessary for this node virtual void CreateOutputPins(); // customize pin data based on the input virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const {} // Gives each visual node a chance to do final validation before it's node is harvested for use at runtime virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog); // Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog, UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex) {} // If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations. virtual bool UsingCopyPoseFromMesh() { return false; } // Gives each visual node a chance to update the node template before it is inserted in the compiled class virtual void BakeDataDuringCompilation(FCompilerResultsLog& MessageLog) {} // Give the node a chance to change the display name of a pin virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const; /** Get the animation blueprint to which this node belongs */ UAnimBlueprint* GetAnimBlueprint() const { return CastChecked(GetBlueprint()); } // Populate the supplied arrays with the currently reffered to animation assets virtual void GetAllAnimationSequencesReferred(TArray& AnimAssets) const {} // Replace references to animations that exist in the supplied maps virtual void ReplaceReferredAnimations(const TMap& AnimAssetReplacementMap) {}; // Helper function for GetAllAnimationSequencesReferred void HandleAnimReferenceCollection(UAnimationAsset* AnimAsset, TArray& AnimationAssets) const; // Helper function for ReplaceReferredAnimations template void HandleAnimReferenceReplacement(AssetType*& OriginalAsset, const TMap& AnimAssetReplacementMap); /** * Selection notification callback. * If a node needs to handle viewport input etc. then it should push an editor mode here. * @param bInIsSelected Whether we selected or deselected the node * @param InModeTools The mode tools. Use this to push the editor mode if required. * @param InRuntimeNode The runtime node to go with this skeletal control. This may be NULL in some cases when bInIsSelected is false. */ virtual void OnNodeSelected(bool bInIsSelected, class FEditorModeTools& InModeTools, struct FAnimNode_Base* InRuntimeNode); /** * Override this function to push an editor mode when this node is selected * @return the editor mode to use when this node is selected */ virtual FEditorModeID GetEditorMode() const; // Draw function for supporting visualization virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const {} // Canvas draw function to draw to viewport virtual void DrawCanvas(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, USkeletalMeshComponent * PreviewSkelMeshComp) const {} // Function to collect strings from nodes to display in the viewport. // Use this rather than DrawCanvas when adding general text to the viewport. UE_DEPRECATED(4.16, "Please use GetOnScreenDebugInfo(TArray& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp)") virtual void GetOnScreenDebugInfo(TArray& DebugInfo, USkeletalMeshComponent* PreviewSkelMeshComp) const {} virtual void GetOnScreenDebugInfo(TArray& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const {} /** Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview. */ virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) {} /** Called to propagate data from the internal node to the preview in Persona. */ virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) {} // BEGIN Interface to support transition getter // if you return true for DoesSupportExposeTimeForTransitionGetter // you should implement all below functions virtual bool DoesSupportTimeForTransitionGetter() const { return false; } virtual UAnimationAsset* GetAnimationAsset() const { return nullptr; } virtual const TCHAR* GetTimePropertyName() const { return nullptr; } virtual UScriptStruct* GetTimePropertyStruct() const { return nullptr; } // END Interface to support transition getter // can customize details tab virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder){ } /** Try to find the preview node instance for this anim graph node */ FAnimNode_Base* FindDebugAnimNode(USkeletalMeshComponent * PreviewSkelMeshComp) const; template NodeType* GetActiveInstanceNode(UObject* AnimInstanceObject) const { if(!AnimInstanceObject) { return nullptr; } if(UAnimBlueprintGeneratedClass* AnimClass = Cast(AnimInstanceObject->GetClass())) { return AnimClass->GetPropertyInstance(AnimInstanceObject, NodeGuid); } return nullptr; } /** * Returns whether this node supports the supplied asset class * @param bPrimaryAssetHandler Is this the 'primary' handler for this asset (the node that should be created when asset is dropped) */ virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const; // Event that observers can bind to so that they are notified about changes // made to this node through the property system DECLARE_EVENT_OneParam(UAnimGraphNode_Base, FOnNodePropertyChangedEvent, FPropertyChangedEvent&); FOnNodePropertyChangedEvent& OnNodePropertyChanged() { return PropertyChangeEvent; } /** * Helper function to check whether a pin is valid and linked to something else in the graph * @param InPinName The name of the pin @see UEdGraphNode::FindPin * @param InPinDirection The direction of the pin we are looking for. If this is EGPD_MAX, all directions are considered * @return true if the pin is present and connected */ bool IsPinExposedAndLinked(const FString& InPinName, const EEdGraphPinDirection Direction = EGPD_MAX) const; protected: friend FAnimBlueprintCompilerContext; friend FAnimGraphNodeDetails; // Gets the animation FNode type represented by this ed graph node UScriptStruct* GetFNodeType() const; // Gets the animation FNode property represented by this ed graph node UStructProperty* GetFNodeProperty() const; // This will be called when a pose link is found, and can be called with PoseProperty being either of: // - an array property (ArrayIndex >= 0) // - a single pose property (ArrayIndex == INDEX_NONE) virtual void CreatePinsForPoseLink(UProperty* PoseProperty, int32 ArrayIndex); // virtual FPoseLinkMappingRecord GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* InputLinkPin); /** Get the property (and possibly array index) associated with the supplied pin */ virtual void GetPinAssociatedProperty(const UScriptStruct* NodeType, const UEdGraphPin* InputPin, UProperty*& OutProperty, int32& OutIndex) const; // Allocates or reallocates pins void InternalPinCreation(TArray* OldPins); FOnNodePropertyChangedEvent PropertyChangeEvent; private: TArray OldShownPins; }; template void UAnimGraphNode_Base::HandleAnimReferenceReplacement(AssetType*& OriginalAsset, const TMap& AnimAssetReplacementMap) { AssetType* CacheOriginalAsset = OriginalAsset; OriginalAsset = nullptr; if (UAnimationAsset* const* ReplacementAsset = AnimAssetReplacementMap.Find(CacheOriginalAsset)) { OriginalAsset = Cast(*ReplacementAsset); } }