You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Adds: - New sub-instance functionality (dynamic setting, inline evaluation) - Animation layers (experimental) #rb Jurre.deBaare [FYI] Laurent.Delayen #rnx #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: thomas.sarkanen #ROBOMERGE-SOURCE: CL 6604742 via CL 6605911 via CL 6605970 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v364-6709755) [CL 6719637 by thomas sarkanen in Dev-Anim branch]
65 lines
2.8 KiB
C++
65 lines
2.8 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_CustomProperty.h"
|
|
|
|
#include "AnimGraphNode_SubInstanceBase.generated.h"
|
|
|
|
class FCompilerResultsLog;
|
|
class IDetailLayoutBuilder;
|
|
class IPropertyHandle;
|
|
class SToolTip;
|
|
struct FAnimNode_SubInstance;
|
|
|
|
UCLASS(MinimalAPI, Abstract)
|
|
class UAnimGraphNode_SubInstanceBase : public UAnimGraphNode_CustomProperty
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
//~ 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 void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
|
|
//~ End UEdGraphNode Interface.
|
|
|
|
// UAnimGraphNode_Base interface
|
|
virtual FPoseLinkMappingRecord GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin) override;
|
|
|
|
// UAnimGraphNode_CustomProperty interface
|
|
virtual bool IsStructuralProperty(UProperty* InProperty) const override;
|
|
|
|
// Node accessor
|
|
virtual FAnimNode_SubInstance* GetSubInstanceNode() PURE_VIRTUAL(UAnimGraphNode_SubInstanceBase::GetSubInstanceNode, return nullptr;);
|
|
virtual const FAnimNode_SubInstance* GetSubInstanceNode() const PURE_VIRTUAL(UAnimGraphNode_SubInstanceBase::GetSubInstanceNode, return nullptr;);
|
|
|
|
protected:
|
|
// 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_SubInstanceBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack);
|
|
|
|
// ----- UI CALLBACKS ----- //
|
|
|
|
// Gets path to the currently selected instance class' blueprint
|
|
virtual FString GetCurrentInstanceBlueprintPath() const;
|
|
// Filter callback for blueprints (only accept matching skeletons/interfaces)
|
|
virtual bool OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const;
|
|
// Instance blueprint was changed by user
|
|
void OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder);
|
|
// ----- END UI CALLBACKS ----- //
|
|
};
|