Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_CustomProperty.h
Lina Halper e881fc6dc6 - Change ensure to Log since this could happen by editing control rig BP externally
- Also cleared non existing IO mapping in editor if found
- I still leave the log because this can happen in game if somebody changes the ControlRig without modifying the mapping
- New ticket for https://jira.it.epicgames.net/browse/UE-77080 to fix for longer term

#jira: UE-75070, UE-76892
#rb: Helge.Mathee

[CL 7266961 by Lina Halper in 4.23 branch]
2019-07-10 17:05:51 -04:00

86 lines
3.7 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_CustomProperty.h"
#include "AnimGraphNode_CustomProperty.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class IPropertyHandle;
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const override;
//~ End UEdGraphNode Interface.
// UAnimGraphNode_Base interface
// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
void GetInstancePinProperty(const UClass* InOwnerInstanceClass, UEdGraphPin* InInputPin, UProperty*& OutProperty);
// Gets the unique name for the property linked to a given pin
FString GetPinTargetVariableName(const UEdGraphPin* InPin) const;
// Gets Target Class this properties to link
UClass* GetTargetClass() const;
// Add Source and Target Properties - Check FAnimNode_CustomProperty
void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName);
// Helper used to get the skeleton class we are targeting
virtual UClass* GetTargetSkeletonClass() const;
// ----- UI CALLBACKS ----- //
// User changed the instance class etc.
void OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder);
// If given property exposed on this node
virtual ECheckBoxState IsPropertyExposed(FName PropertyName) const;
// User chose to expose, or unexpose a property
virtual void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName);
// If all possible properties are exposed on this node
virtual ECheckBoxState AreAllPropertiesExposed() const;
// User chose to expose, or unexpose all properties
virtual void OnPropertyExposeAllCheckboxChanged(ECheckBoxState NewState);
// User changed the instance class
void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
protected:
/** 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)
virtual 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)
virtual void RebuildExposedProperties();
// internal node accessor
virtual FAnimNode_CustomProperty* GetCustomPropertyNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
// Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
virtual bool IsStructuralProperty(UProperty* InProperty) const { return false; }
// Whether this node needs a valid target class up-front
virtual bool NeedsToSpecifyValidTargetClass() const { return true; }
};