Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SubInstanceBase.h
thomas sarkanen 953c447204 Copying //Tasks/Fortnite/Dev-AnimSubInstances to Main (//Fortnite/Main)
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]
2019-05-31 14:37:25 -04:00

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 ----- //
};