Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpaceEvaluator.cpp
Thomas Sarkanen ebc803bd83 Unify titles of asset players to use a common format
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]
2021-05-26 07:53:28 -04:00

169 lines
5.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_BlendSpaceEvaluator.h"
#include "ToolMenus.h"
#include "AnimGraphCommands.h"
#include "BlueprintNodeSpawner.h"
#include "Kismet2/CompilerResultsLog.h"
#include "IAnimBlueprintNodeOverrideAssetsContext.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeTemplateCache.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpaceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
return GetNodeTitleHelper(TitleType, BlendSpacePin, LOCTEXT("PlayerDesc", "Blendspace Evaluator"));
}
void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const
{
GetMenuActionsHelper(
InActionRegistrar,
GetClass(),
{ UBlendSpace::StaticClass() },
{ },
[](const FAssetData& InAssetData)
{
return FText::Format(LOCTEXT("MenuDescFormat", "Blendspace Evaluator '{0}'"), FText::FromName(InAssetData.AssetName));
},
[](const FAssetData& InAssetData)
{
return FText::Format(LOCTEXT("MenuDescTooltipFormat", "Blendspace Evaluator\n'{0}'"), FText::FromName(InAssetData.ObjectPath));
},
[](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData)
{
UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData);
});
}
void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
{
// Check for bindings
bool bHasBinding = false;
if(BlendSpacePin != nullptr)
{
if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(BlendSpacePin->GetFName()))
{
bHasBinding = true;
}
}
// we may have a connected node or binding
if (BlendSpacePin == nullptr || (BlendSpacePin->LinkedTo.Num() == 0 && !bHasBinding))
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
}
else
{
USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
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?
!ForSkeleton->IsCompatible(BlendSpaceSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses an incompatible skeleton @@"), this, BlendSpaceSkeleton);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
}
void UAnimGraphNode_BlendSpaceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSPlayer);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
{
Node.SetBlendSpace(BlendSpace);
}
}
void UAnimGraphNode_BlendSpaceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
{
if(InContext.GetAssets().Num() > 0)
{
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(InContext.GetAssets()[0]))
{
FAnimNode_BlendSpaceEvaluator& AnimNode = InContext.GetAnimNode<FAnimNode_BlendSpaceEvaluator>();
AnimNode.SetBlendSpace(BlendSpace);
}
}
}
bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
{
UBlendSpace* BlendSpace = Node.GetBlendSpace();
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpace == nullptr)
{
BlendSpace = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
return BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpaceEvaluator::StaticStruct();
}
EAnimAssetHandlerType UAnimGraphNode_BlendSpaceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
{
return EAnimAssetHandlerType::Supported;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE