Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimationGraphSchema.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

108 lines
5.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AssetData.h"
#include "EdGraph/EdGraphSchema.h"
#include "EdGraphSchema_K2.h"
#include "AnimationGraphSchema.generated.h"
class FMenuBuilder;
class UAnimationAsset;
UCLASS(MinimalAPI)
class UAnimationGraphSchema : public UEdGraphSchema_K2
{
GENERATED_UCLASS_BODY()
// Common PinNames
UPROPERTY()
FString PN_SequenceName; // PC_Object+PSC_Sequence
UPROPERTY()
FName NAME_NeverAsPin;
UPROPERTY()
FName NAME_PinHiddenByDefault;
UPROPERTY()
FName NAME_PinShownByDefault;
UPROPERTY()
FName NAME_AlwaysAsPin;
UPROPERTY()
FName NAME_CustomizeProperty;
UPROPERTY()
FName NAME_OnEvaluate;
UPROPERTY()
FName DefaultEvaluationHandlerName;
//~ Begin UEdGraphSchema Interface.
virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const override;
virtual EGraphType GetGraphType(const UEdGraph* TestEdGraph) const override;
virtual void CreateDefaultNodesForGraph(UEdGraph& Graph) const override;
virtual void HandleGraphBeingDeleted(UEdGraph& GraphBeingRemoved) const override;
virtual bool CreateAutomaticConversionNodeAndConnections(UEdGraphPin* PinA, UEdGraphPin* PinB) const override;
virtual void DroppedAssetsOnGraph(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraph* Graph) const override;
virtual void DroppedAssetsOnNode(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node) const override;
virtual void DroppedAssetsOnPin(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin) const override;
virtual void GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const override;
virtual void GetAssetsPinHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const override;
virtual void GetAssetsGraphHoverMessage(const TArray<FAssetData>& Assets, const UEdGraph* HoverGraph, FString& OutTooltipText, bool& OutOkIcon) const override;
virtual void GetContextMenuActions(const UEdGraph* CurrentGraph, const UEdGraphNode* InGraphNode, const UEdGraphPin* InGraphPin, FMenuBuilder* MenuBuilder, bool bIsDebugging) const override;
virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override;
virtual bool CanDuplicateGraph(UEdGraph* InSourceGraph) const override { return InSourceGraph->GetFName() != UEdGraphSchema_K2::GN_AnimGraph; }
virtual bool DoesSupportEventDispatcher() const override { return false; }
virtual bool ShouldAlwaysPurgeOnModification() const override { return true; }
virtual bool TryCreateConnection(UEdGraphPin* A, UEdGraphPin* B) const override;
virtual void GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const override;
//~ End UEdGraphSchema Interface.
//~ Begin UEdGraphSchema_K2 Interface
virtual const FPinConnectionResponse DetermineConnectionResponseOfCompatibleTypedPins(const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UEdGraphPin* InputPin, const UEdGraphPin* OutputPin) const override;
virtual bool SearchForAutocastFunction(const UEdGraphPin* OutputPin, const UEdGraphPin* InputPin, /*out*/ FName& TargetFunction, /*out*/ UClass*& FunctionOwner) const override;
virtual bool ArePinsCompatible(const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UClass* CallingContext = NULL, bool bIgnoreArray = false) const override;
virtual bool DoesSupportAnimNotifyActions() const override;
virtual void CreateFunctionGraphTerminators(UEdGraph& Graph, UClass* Class) const override;
//~ End UEdGraphSchema_K2 Interface
/** Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location */
static void SpawnNodeFromAsset(UAnimationAsset* Asset, const FVector2D& GraphPosition, UEdGraph* Graph, UEdGraphPin* PinIfAvailable);
/** Update the specified node to a new asset */
static void UpdateNodeWithAsset(class UK2Node* K2Node, UAnimationAsset* Asset);
/** Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs */
ANIMGRAPH_API static void AutoArrangeInterfaceGraph(UEdGraph& Graph);
/** Checks to see whether the passed-in pin type is a pose pin (local or component space) */
ANIMGRAPH_API static bool IsPosePin(const FEdGraphPinType& PinType);
/** Checks to see whether the passed-in pin type is a local space pose pin */
ANIMGRAPH_API static bool IsLocalSpacePosePin(const FEdGraphPinType& PinType);
/** Checks to see whether the passed-in pin type is a component space pose pin */
ANIMGRAPH_API static bool IsComponentSpacePosePin(const FEdGraphPinType& PinType);
/** Makes a local space pose pin type */
ANIMGRAPH_API static FEdGraphPinType MakeLocalSpacePosePin();
/** Makes a component space pose pin type */
ANIMGRAPH_API static FEdGraphPinType MakeComponentSpacePosePin();
/** Conforms an anim graph to an interface function */
ANIMGRAPH_API static void ConformAnimGraphToInterface(UBlueprint* InBlueprint, UEdGraph& InGraph, UFunction* InFunction);
/** Find a position for a newly created sub-input */
ANIMGRAPH_API static FVector2D GetPositionForNewSubInputNode(UEdGraph& InGraph);
};