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Use correct title for asset players when asset is bound to property access #jira UE-116472 - Asset players bound via property access incorrectly report that they use asset 'None' #rb Jurre.deBaare [CL 16466900 by Thomas Sarkanen in ue5-main branch]
169 lines
5.5 KiB
C++
169 lines
5.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_BlendSpaceEvaluator.h"
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#include "ToolMenus.h"
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#include "AnimGraphCommands.h"
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#include "BlueprintNodeSpawner.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "IAnimBlueprintNodeOverrideAssetsContext.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeTemplateCache.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_BlendSpaceEvaluator
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
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return GetNodeTitleHelper(TitleType, BlendSpacePin, LOCTEXT("PlayerDesc", "Blendspace Evaluator"));
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const
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{
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GetMenuActionsHelper(
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InActionRegistrar,
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GetClass(),
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{ UBlendSpace::StaticClass() },
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{ },
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[](const FAssetData& InAssetData)
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{
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return FText::Format(LOCTEXT("MenuDescFormat", "Blendspace Evaluator '{0}'"), FText::FromName(InAssetData.AssetName));
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},
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[](const FAssetData& InAssetData)
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{
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return FText::Format(LOCTEXT("MenuDescTooltipFormat", "Blendspace Evaluator\n'{0}'"), FText::FromName(InAssetData.ObjectPath));
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},
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[](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData)
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{
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UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData);
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});
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}
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void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
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{
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BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
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}
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if (BlendSpaceToCheck == nullptr)
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{
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// Check for bindings
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bool bHasBinding = false;
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if(BlendSpacePin != nullptr)
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{
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if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(BlendSpacePin->GetFName()))
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{
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bHasBinding = true;
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}
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}
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// we may have a connected node or binding
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if (BlendSpacePin == nullptr || (BlendSpacePin->LinkedTo.Num() == 0 && !bHasBinding))
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{
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MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
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}
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}
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else
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{
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USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
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if (BlendSpaceSkeleton&& // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!ForSkeleton->IsCompatible(BlendSpaceSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses an incompatible skeleton @@"), this, BlendSpaceSkeleton);
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}
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
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{
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if (!Context->bIsDebugging)
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{
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// add an option to convert to single frame
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{
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FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
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Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSPlayer);
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}
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
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{
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Node.SetBlendSpace(BlendSpace);
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
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{
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if(InContext.GetAssets().Num() > 0)
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{
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if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(InContext.GetAssets()[0]))
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{
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FAnimNode_BlendSpaceEvaluator& AnimNode = InContext.GetAnimNode<FAnimNode_BlendSpaceEvaluator>();
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AnimNode.SetBlendSpace(BlendSpace);
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}
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}
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}
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bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
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{
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UBlendSpace* BlendSpace = Node.GetBlendSpace();
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpace == nullptr)
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{
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BlendSpace = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
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}
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return BlendSpace;
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}
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const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_BlendSpaceEvaluator::StaticStruct();
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}
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EAnimAssetHandlerType UAnimGraphNode_BlendSpaceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
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{
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if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
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{
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return EAnimAssetHandlerType::Supported;
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}
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else
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{
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return EAnimAssetHandlerType::NotSupported;
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}
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}
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#undef LOCTEXT_NAMESPACE
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