You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
91 lines
3.8 KiB
C++
91 lines
3.8 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "Misc/Guid.h"
|
|
#include "AnimGraphNode_Base.h"
|
|
#include "Animation/AnimNode_SubInstance.h"
|
|
|
|
#include "AnimGraphNode_SubInstance.generated.h"
|
|
|
|
class FCompilerResultsLog;
|
|
class IDetailLayoutBuilder;
|
|
class IPropertyHandle;
|
|
|
|
UCLASS(MinimalAPI)
|
|
class UAnimGraphNode_SubInstance : public UAnimGraphNode_Base
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere, Category = Settings)
|
|
FAnimNode_SubInstance Node;
|
|
|
|
//~ Begin UEdGraphNode Interface.
|
|
virtual FLinearColor GetNodeTitleColor() const override;
|
|
virtual FText GetTooltipText() const override;
|
|
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
|
|
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
|
|
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
|
|
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
|
|
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput = NULL) const override;
|
|
virtual UObject* GetJumpTargetForDoubleClick() const override;
|
|
//~ End UEdGraphNode Interface.
|
|
|
|
// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
|
|
void ANIMGRAPH_API GetInstancePinProperty(const UClass* InOwnerInstanceClass, UEdGraphPin* InInputPin, UProperty*& OutProperty);
|
|
|
|
// Gets the unique name for the property linked to a given pin
|
|
FString ANIMGRAPH_API GetPinTargetVariableName(const UEdGraphPin* InPin) const;
|
|
|
|
// Detail panel customizations
|
|
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
|
|
|
|
private:
|
|
|
|
/** List of property names we know to exist on the target class, so we can detect when
|
|
* Properties are added or removed on reconstruction
|
|
*/
|
|
UPROPERTY()
|
|
TArray<FName> KnownExposableProperties;
|
|
|
|
/** Names of properties the user has chosen to expose */
|
|
UPROPERTY()
|
|
TArray<FName> ExposedPropertyNames;
|
|
|
|
// Searches the instance class for properties that we can expose (public and BP visible)
|
|
void GetExposableProperties(TArray<UProperty*>& OutExposableProperties) const;
|
|
// Gets a property's type as FText (for UI)
|
|
FText GetPropertyTypeText(UProperty* Property);
|
|
// Given a new class, rebuild the known property list (for tracking class changes and moving pins)
|
|
void RebuildExposedProperties(UClass* InNewClass);
|
|
|
|
// Finds out whether there is a loop in the graph formed by sub instances from this node
|
|
bool HasInstanceLoop();
|
|
|
|
// Finds out whether there is a loop in the graph formed by sub instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required
|
|
// to track the graph links
|
|
// VisitedNodes - Node we have searched the links of, so we don't do it twice
|
|
// NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop
|
|
static bool HasInstanceLoop_Recursive(UAnimGraphNode_SubInstance* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack);
|
|
|
|
// ----- UI CALLBACKS ----- //
|
|
// If given property exposed on this node
|
|
ECheckBoxState IsPropertyExposed(FName PropertyName) const;
|
|
// User chose to expose, or unexpose a property
|
|
void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName);
|
|
// User changed the instance class
|
|
void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
|
|
|
|
// Gets path to the currently selected instance class' blueprint
|
|
FString GetCurrentInstanceBlueprintPath() const;
|
|
// Filter callback for blueprints (only accept matching skeletons)
|
|
bool OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const;
|
|
// Instance blueprint was changed by user
|
|
void OnSetInstanceBlueprint(const FAssetData& AssetData, TSharedRef<IPropertyHandle> InstanceClassPropHandle);
|
|
// ----- END UI CALLBACKS ----- //
|
|
};
|