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Add script API to AssetUserData interface to check/add user-data (can be used to patch up existing content) #rb Thomas.Sarkanen, Phillip.Kavan [CL 27595813 by jurre debaare in ue5-main branch]
153 lines
4.9 KiB
C++
153 lines
4.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimationModifiersAssetUserData.h"
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#include "AnimationModifier.h"
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#include "UObject/UObjectThreadContext.h"
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#include "HAL/PlatformCrt.h"
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#include "Math/UnrealMathUtility.h"
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#include "Misc/AssertionMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "Animation/AnimSequence.h"
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UAnimationModifiersAssetUserData::UAnimationModifiersAssetUserData(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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if (!HasAnyFlags(RF_ClassDefaultObject) && !HasAnyFlags(RF_Transactional))
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{
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SetFlags(RF_Transactional);
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}
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}
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void UAnimationModifiersAssetUserData::AddAnimationModifier(UAnimationModifier* Instance)
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{
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AnimationModifierInstances.Add(Instance);
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}
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void UAnimationModifiersAssetUserData::RemoveAnimationModifierInstance(UAnimationModifier* Instance)
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{
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checkf(AnimationModifierInstances.Contains(Instance), TEXT("Instance suppose to be removed is not found"));
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AnimationModifierInstances.Remove(Instance);
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AppliedModifiers.Remove(Instance);
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}
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const TArray<UAnimationModifier*>& UAnimationModifiersAssetUserData::GetAnimationModifierInstances() const
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{
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return AnimationModifierInstances;
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}
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void UAnimationModifiersAssetUserData::ChangeAnimationModifierIndex(UAnimationModifier* Instance, int32 Direction)
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{
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checkf(AnimationModifierInstances.Contains(Instance), TEXT("Instance suppose to be moved is not found"));
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const int32 CurrentIndex = AnimationModifierInstances.IndexOfByKey(Instance);
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const int32 NewIndex = FMath::Clamp(CurrentIndex + Direction, 0, AnimationModifierInstances.Num() - 1);
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if (CurrentIndex != NewIndex)
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{
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AnimationModifierInstances.Swap(CurrentIndex, NewIndex);
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}
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}
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void UAnimationModifiersAssetUserData::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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RemoveInvalidModifiers();
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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#if WITH_EDITOR
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void UAnimationModifiersAssetUserData::PostEditChangeOwner()
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{
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Super::PostEditChangeOwner();
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// We cant call blueprint implemented functions while routing post load
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if (FUObjectThreadContext::Get().IsRoutingPostLoad)
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{
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return;
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}
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// Only react to PostEditChange if not currently applying modifiers
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if(!UE::Anim::FApplyModifiersScope::IsScopePending())
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{
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if (UAnimSequence* ModifiedAnimSequence = Cast<UAnimSequence>(GetOuter()))
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{
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UE::Anim::FApplyModifiersScope Scope;
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for (const UAnimationModifier* Modifier : AnimationModifierInstances)
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{
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if (!Modifier->bReapplyPostOwnerChange)
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{
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continue;
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}
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Modifier->ApplyToAnimationSequence(ModifiedAnimSequence);
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}
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// Find outer USkeleton, and apply any skeleton-level modifiers
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if (USkeleton* OuterSkeleton = ModifiedAnimSequence->GetSkeleton())
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{
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if (UAnimationModifiersAssetUserData* SkeletonAssetUserData = OuterSkeleton->GetAssetUserData<UAnimationModifiersAssetUserData>())
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{
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for (const UAnimationModifier* Modifier : SkeletonAssetUserData->GetAnimationModifierInstances())
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{
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if (!Modifier->bReapplyPostOwnerChange)
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{
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continue;
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}
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Modifier->ApplyToAnimationSequence(ModifiedAnimSequence);
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}
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}
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}
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}
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}
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}
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#endif // WITH_EDITOR
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void UAnimationModifiersAssetUserData::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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}
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void UAnimationModifiersAssetUserData::PostLoad()
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{
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Super::PostLoad();
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if (!HasAnyFlags(RF_ClassDefaultObject) && !HasAnyFlags(RF_Transactional))
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{
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SetFlags(RF_Transactional);
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}
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RemoveInvalidModifiers();
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}
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void UAnimationModifiersAssetUserData::RemoveInvalidModifiers()
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{
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// This will catch force-deleted blueprints to be removed from our stored array
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AnimationModifierInstances.RemoveAll([](UAnimationModifier* Modifier) { return Modifier == nullptr; });
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// The AssetUserData on this animation's skeleton
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UAnimationModifiersAssetUserData* SkeletonAssetUserData = nullptr;
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if (const UObject* OwnerAsset = GetOuter())
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{
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if (const UAnimSequence* Sequence = Cast<UAnimSequence>(OwnerAsset->GetOuter()))
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{
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if (USkeleton* Skeleton = Sequence->GetSkeleton())
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{
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SkeletonAssetUserData = Skeleton->GetAssetUserData< UAnimationModifiersAssetUserData>();
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}
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}
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}
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auto IsAppliedModifierValid = [this, SkeletonAssetUserData](const decltype(AppliedModifiers)::ElementType& Pair)
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{
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// The key (template modifier) from both animation sequence or skeleton should be loaded before this object
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if (const UObject* TemplateModifier = Pair.Key.ResolveObject())
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{
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if (const UObject* AssetData = TemplateModifier->GetOuter())
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{
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// If the TemplateModifier is not owned by us or the skeleton
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// This asset user data must been re-parented
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// Remove those stale applied-modifier information
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return AssetData == this || AssetData == SkeletonAssetUserData;
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}
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}
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return false;
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};
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// Remove all applied modifier instances of deleted modifier
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AppliedModifiers = AppliedModifiers.FilterByPredicate([](const decltype(AppliedModifiers)::ElementType& Pair) { return Pair.Key.ResolveObject() != nullptr; });
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}
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