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Per-node constant data is now held on a generated struct as part of sparse class data. Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class. The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements. Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data. Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants. Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link. Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future. Moved property access into Engine module & removed event support from it - this was never used. Reworked property access compilation API a little - construction/lifetime was a bit confusing previously. Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few. Patched the following nodes to use the new data approach: - Asset players (sequences, blendspaces, aim offsets) - Blend lists - Ref poses - Roots #rb Jurre.deBaare, Martin.Wilson, Keith.Yerex [CL 16090510 by Thomas Sarkanen in ue5-main branch]
278 lines
9.1 KiB
C++
278 lines
9.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimBlueprintExtension.h"
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#include "Animation/AnimSubsystem.h"
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#include "Animation/AnimSubsystemInstance.h"
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#include "IAnimBlueprintCopyTermDefaultsContext.h"
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#include "Animation/AnimBlueprint.h"
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#include "Templates/SubclassOf.h"
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#include "AnimBlueprintExtension_Base.h"
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#include "AnimBlueprintExtension_Attributes.h"
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#include "AnimBlueprintExtension_PropertyAccess.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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// Set used to refresh extensions. Checks that an extension has a reference from an anim node for each refresh.
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static TSet<TSubclassOf<UAnimBlueprintExtension>> RefreshSet;
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static bool GIsRefreshingExtensions = false;
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UAnimBlueprintExtension* UAnimBlueprintExtension::RequestExtension(UAnimBlueprint* InAnimBlueprint, TSubclassOf<UAnimBlueprintExtension> InExtensionType)
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{
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// Do not use RequestExtension when a blueprint is being compiled. Extensions should be consistent throughout all compilation stages.
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check(!InAnimBlueprint->bBeingCompiled);
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if(GIsRefreshingExtensions)
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{
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RefreshSet.Add(InExtensionType);
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}
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// Look for an existing extension
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if(UAnimBlueprintExtension* ExistingExtension = GetExtension(InAnimBlueprint, InExtensionType))
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{
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return ExistingExtension;
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}
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// Not found, create one
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UAnimBlueprintExtension* NewExtension = NewObject<UAnimBlueprintExtension>(InAnimBlueprint, InExtensionType.Get());
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InAnimBlueprint->Extensions.Add(NewExtension);
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return NewExtension;
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}
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UAnimBlueprintExtension* UAnimBlueprintExtension::GetExtension(UAnimBlueprint* InAnimBlueprint, TSubclassOf<UAnimBlueprintExtension> InExtensionType)
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{
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// Look for an existing extension
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for(UBlueprintExtension* Extension : InAnimBlueprint->Extensions)
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{
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if(Extension && Extension->GetClass() == InExtensionType)
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{
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return CastChecked<UAnimBlueprintExtension>(Extension);
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}
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}
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return nullptr;
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}
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TArray<UAnimBlueprintExtension*> UAnimBlueprintExtension::GetExtensions(UAnimBlueprint* InAnimBlueprint)
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{
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TArray<UAnimBlueprintExtension*> Extensions;
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for(UBlueprintExtension* Extension : InAnimBlueprint->Extensions)
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{
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if(Extension && Extension->GetClass()->IsChildOf(UAnimBlueprintExtension::StaticClass()))
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{
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Extensions.Add(CastChecked<UAnimBlueprintExtension>(Extension));
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}
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}
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return Extensions;
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}
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void UAnimBlueprintExtension::RequestExtensionsForNode(UAnimGraphNode_Base* InAnimGraphNode)
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{
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if(UAnimBlueprint* AnimBlueprint = InAnimGraphNode->GetAnimBlueprint())
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{
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TArray<TSubclassOf<UAnimBlueprintExtension>> ExtensionClasses =
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{
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UAnimBlueprintExtension_Base::StaticClass(),
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UAnimBlueprintExtension_Attributes::StaticClass(),
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UAnimBlueprintExtension_PropertyAccess::StaticClass()
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};
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InAnimGraphNode->GetRequiredExtensions(ExtensionClasses);
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for(const TSubclassOf<UAnimBlueprintExtension>& ExtensionClass : ExtensionClasses)
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{
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// Request any subsystem that we need to compile
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RequestExtension(AnimBlueprint, ExtensionClass);
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}
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}
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}
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void UAnimBlueprintExtension::RefreshExtensions(UAnimBlueprint* InAnimBlueprint)
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{
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GIsRefreshingExtensions = true;
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RefreshSet.Empty();
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TArray<UAnimGraphNode_Base*> AllNodes;
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FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_Base>(InAnimBlueprint, AllNodes);
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for(UAnimGraphNode_Base* Node : AllNodes)
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{
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RequestExtensionsForNode(Node);
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}
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// Remove all extensions that are no longer needed
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InAnimBlueprint->Extensions.RemoveAll([](UBlueprintExtension* InExtension)
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{
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if(UAnimBlueprintExtension* AnimBlueprintExtension = Cast<UAnimBlueprintExtension>(InExtension))
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{
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return !RefreshSet.Contains(AnimBlueprintExtension->GetClass());
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}
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return false;
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});
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RefreshSet.Empty();
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GIsRefreshingExtensions = false;
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}
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void UAnimBlueprintExtension::ForEachExtension(UAnimBlueprint* InAnimBlueprint, TFunctionRef<void(UAnimBlueprintExtension*)> InFunction)
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{
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for (UBlueprintExtension* BlueprintExtension : InAnimBlueprint->Extensions)
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{
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if(UAnimBlueprintExtension* AnimBlueprintExtension = Cast<UAnimBlueprintExtension>(BlueprintExtension))
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{
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InFunction(AnimBlueprintExtension);
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}
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}
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}
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const UScriptStruct* UAnimBlueprintExtension::GetInstanceDataType() const
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{
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UScriptStruct* FoundStruct = FAnimSubsystemInstance::StaticStruct();
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for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
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{
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if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
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{
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if (StructProp->Struct->IsChildOf(FAnimSubsystemInstance::StaticStruct()))
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{
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FoundStruct = StructProp->Struct;
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break;
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}
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}
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}
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return FoundStruct;
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}
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const UScriptStruct* UAnimBlueprintExtension::GetClassDataType() const
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{
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UScriptStruct* FoundStruct = FAnimSubsystem::StaticStruct();
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for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
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{
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if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
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{
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if (StructProp->Struct->IsChildOf(FAnimSubsystem::StaticStruct()))
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{
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FoundStruct = StructProp->Struct;
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break;
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}
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}
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}
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return FoundStruct;
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}
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const FStructProperty* UAnimBlueprintExtension::GetInstanceDataProperty() const
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{
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for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
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{
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if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
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{
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if (StructProp->Struct->IsChildOf(FAnimSubsystemInstance::StaticStruct()))
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{
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return StructProp;
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}
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}
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}
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return nullptr;
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}
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const FStructProperty* UAnimBlueprintExtension::GetClassDataProperty() const
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{
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for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
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{
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if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
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{
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if (StructProp->Struct->IsChildOf(FAnimSubsystem::StaticStruct()))
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{
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return StructProp;
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}
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}
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}
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return nullptr;
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}
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UAnimBlueprint* UAnimBlueprintExtension::GetAnimBlueprint() const
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{
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return CastChecked<UAnimBlueprint>(GetOuter());
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}
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void* UAnimBlueprintExtension::GetClassDataInternal()
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{
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if(const FStructProperty* Property = GetClassDataProperty())
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{
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return Property->ContainerPtrToValuePtr<void>(this);
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}
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static FAnimSubsystem Default;
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return &Default;
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}
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void* UAnimBlueprintExtension::GetInstanceDataInternal()
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{
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if(const FStructProperty* Property = GetInstanceDataProperty())
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{
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return Property->ContainerPtrToValuePtr<void>(this);
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}
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static FAnimSubsystemInstance Default;
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return &Default;
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}
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void UAnimBlueprintExtension::BeginCompilation(IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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HandleBeginCompilation(InCreationContext);
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}
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void UAnimBlueprintExtension::StartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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HandleStartCompilingClass(InClass, InCompilationContext, OutCompiledData);
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}
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void UAnimBlueprintExtension::PreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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HandlePreProcessAnimationNodes(InAnimNodes, InCompilationContext, OutCompiledData);
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}
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void UAnimBlueprintExtension::PostProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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HandlePostProcessAnimationNodes(InAnimNodes, InCompilationContext, OutCompiledData);
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}
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void UAnimBlueprintExtension::FinishCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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HandleFinishCompilingClass(InClass, InCompilationContext, OutCompiledData);
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}
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void UAnimBlueprintExtension::PostExpansionStep(const UEdGraph* InGraph, IAnimBlueprintPostExpansionStepContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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HandlePostExpansionStep(InGraph, InCompilationContext, OutCompiledData);
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}
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void UAnimBlueprintExtension::CopyTermDefaultsToDefaultObject(UObject* InDefaultObject, IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintExtensionCopyTermDefaultsContext& InPerExtensionContext)
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{
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if(InPerExtensionContext.GetTargetProperty() && InPerExtensionContext.GetDestinationPtr() && InPerExtensionContext.GetSourcePtr())
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{
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InPerExtensionContext.GetTargetProperty()->CopyCompleteValue(InPerExtensionContext.GetDestinationPtr(), InPerExtensionContext.GetSourcePtr());
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}
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HandleCopyTermDefaultsToDefaultObject(InDefaultObject, InCompilationContext, InPerExtensionContext);
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}
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void UAnimBlueprintExtension::CopyTermDefaultsToSparseClassData(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintExtensionCopyTermDefaultsContext& InPerExtensionContext)
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{
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if(InPerExtensionContext.GetTargetProperty() && InPerExtensionContext.GetDestinationPtr() && InPerExtensionContext.GetSourcePtr())
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{
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InPerExtensionContext.GetTargetProperty()->CopyCompleteValue(InPerExtensionContext.GetDestinationPtr(), InPerExtensionContext.GetSourcePtr());
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}
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HandleCopyTermDefaultsToSparseClassData(InCompilationContext, InPerExtensionContext);
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}
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void UAnimBlueprintExtension::EndCompilation()
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{
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HandleEndCompilation();
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} |