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69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_PoseHandler.h"
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#include "Animation/PoseAsset.h"
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#include "AnimNodes/AnimNode_PoseHandler.h"
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#include "Kismet2/CompilerResultsLog.h"
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UAnimGraphNode_PoseHandler::UAnimGraphNode_PoseHandler(const FObjectInitializer& ObjectInitializer)
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:Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_PoseHandler::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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UPoseAsset* PoseAssetToCheck = GetPoseHandlerNode()->PoseAsset;
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UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
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if (PoseAssetPin != nullptr && PoseAssetToCheck == nullptr)
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{
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PoseAssetToCheck = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
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}
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if (PoseAssetToCheck == nullptr)
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{
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if (IsPoseAssetRequired() && (PoseAssetPin == nullptr || PoseAssetPin->LinkedTo.Num() == 0))
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{
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MessageLog.Error(TEXT("@@ references an unknown poseasset"), this);
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}
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}
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else
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{
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USkeleton* SeqSkeleton = PoseAssetToCheck->GetSkeleton();
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if (SeqSkeleton && // if PoseAsset doesn't have skeleton, it might be due to PoseAsset not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!SeqSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references poseasset that uses different skeleton @@"), this, SeqSkeleton);
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}
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}
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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}
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void UAnimGraphNode_PoseHandler::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UPoseAsset* PoseAsset = Cast<UPoseAsset>(Asset))
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{
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GetPoseHandlerNode()->PoseAsset = PoseAsset;
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}
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}
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void UAnimGraphNode_PoseHandler::PreloadRequiredAssets()
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{
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PreloadObject(GetPoseHandlerNode()->PoseAsset);
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Super::PreloadRequiredAssets();
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}
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UAnimationAsset* UAnimGraphNode_PoseHandler::GetAnimationAsset() const
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{
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UPoseAsset* PoseAsset = GetPoseHandlerNode()->PoseAsset;
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UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
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if (PoseAssetPin != nullptr && PoseAsset == nullptr)
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{
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PoseAsset = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
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}
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return PoseAsset;
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}
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