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Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant. Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it. Functions are displayed on the node if bound, and in the details panel. Added a new override point to FAnimSubsystemInstance to allow for WT init. Moved FMemberReference customization into a public header so it can be used on anim node functions. Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them. Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly). Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code. A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation). Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied #rb Jurre.deBaare,Aaron.Cox [CL 16703644 by Thomas Sarkanen in ue5-main branch]
66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Styling/SlateColor.h"
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#include "SNodePanel.h"
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#include "KismetNodes/SGraphNodeK2Base.h"
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#include "Engine/PoseWatch.h"
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class UAnimGraphNode_Base;
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class IDetailTreeNode;
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class IPropertyRowGenerator;
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class ANIMATIONBLUEPRINTEDITOR_API SAnimationGraphNode : public SGraphNodeK2Base
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{
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public:
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SLATE_BEGIN_ARGS(SAnimationGraphNode) {}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs, UAnimGraphNode_Base* InNode);
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// Tweak any created pin widgets so they respond to bindings
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static void ReconfigurePinWidgetsForPropertyBindings(UAnimGraphNode_Base* InAnimGraphNode, TSharedRef<SGraphNode> InGraphNodeWidget, TFunctionRef<TSharedPtr<SGraphPin>(UEdGraphPin*)> InFindWidgetForPin);
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protected:
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// SWidget interface
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virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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// End of SWidget interface
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// SGraphNode interface
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virtual TArray<FOverlayWidgetInfo> GetOverlayWidgets(bool bSelected, const FVector2D& WidgetSize) const override;
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virtual TSharedRef<SWidget> CreateTitleWidget(TSharedPtr<SNodeTitle> InNodeTitle) override;
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virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
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virtual void CreateBelowPinControls(TSharedPtr<SVerticalBox> MainBox) override;
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// End of SGraphNode interface
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private:
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// Return Pose View Colour for slate indicator
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FSlateColor GetPoseViewColour() const;
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FReply SpawnColourPicker();
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// Handle the node informing us that the title has changed
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void HandleNodeTitleChanged();
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/** Keep a reference to the indicator widget handing around */
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TSharedPtr<SWidget> IndicatorWidget;
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/** Keep a reference to the pose view indicator widget handing around */
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TSharedPtr<SWidget> PoseViewWidget;
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/** Cache the node title so we can invalidate it */
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TSharedPtr<SNodeTitle> NodeTitle;
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TWeakObjectPtr<class UPoseWatch> PoseWatch;
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// Property row generator used to display function properties on nodes
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TSharedPtr<IPropertyRowGenerator> PropertyRowGenerator;
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// Hold a reference to the root ptr of the details tree we use to display function properties
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TArray<TSharedPtr<IDetailTreeNode>> DetailNodes;
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};
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