You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
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]
221 lines
7.1 KiB
C++
221 lines
7.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AnimGraphNode_SequenceEvaluator.h"
|
|
#include "ToolMenus.h"
|
|
|
|
#include "Kismet2/CompilerResultsLog.h"
|
|
#include "AnimGraphCommands.h"
|
|
#include "Animation/AnimComposite.h"
|
|
#include "Animation/AnimSequence.h"
|
|
#include "AnimGraphNode_SequenceEvaluator.h"
|
|
|
|
#include "BlueprintNodeSpawner.h"
|
|
#include "EditorCategoryUtils.h"
|
|
#include "IAnimBlueprintNodeOverrideAssetsContext.h"
|
|
#include "AssetRegistry/AssetRegistryModule.h"
|
|
#include "BlueprintActionDatabaseRegistrar.h"
|
|
#include "BlueprintNodeTemplateCache.h"
|
|
|
|
/////////////////////////////////////////////////////
|
|
// UAnimGraphNode_SequenceEvaluator
|
|
|
|
#define LOCTEXT_NAMESPACE "A3Nodes"
|
|
|
|
UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
|
|
{
|
|
PreloadObject(Node.GetSequence());
|
|
|
|
Super::PreloadRequiredAssets();
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
|
|
{
|
|
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
|
|
AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
|
|
{
|
|
if(Node.GetSequence())
|
|
{
|
|
HandleAnimReferenceCollection(Node.Sequence, AnimationAssets);
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
|
|
{
|
|
HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap);
|
|
}
|
|
|
|
FText UAnimGraphNode_SequenceEvaluator::GetMenuCategory() const
|
|
{
|
|
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Animation);
|
|
}
|
|
|
|
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
|
|
{
|
|
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
|
|
return GetNodeTitleHelper(TitleType, SequencePin, LOCTEXT("PlayerDesc", "Sequence Evaluator"));
|
|
}
|
|
|
|
FSlateIcon UAnimGraphNode_SequenceEvaluator::GetIconAndTint(FLinearColor& OutColor) const
|
|
{
|
|
return FSlateIcon("EditorStyle", "ClassIcon.AnimSequence");
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const
|
|
{
|
|
GetMenuActionsHelper(
|
|
InActionRegistrar,
|
|
GetClass(),
|
|
{ UAnimSequence::StaticClass() },
|
|
{ },
|
|
[](const FAssetData& InAssetData)
|
|
{
|
|
const FString TagValue = InAssetData.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
|
|
if(const bool bKnownToBeAdditive = (!TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None"))))
|
|
{
|
|
return FText::Format(LOCTEXT("MenuDescFormat", "Evaluate '{0}' (additive)"), FText::FromName(InAssetData.AssetName));
|
|
}
|
|
else
|
|
{
|
|
return FText::Format(LOCTEXT("MenuDescFormat", "Evaluate '{0}'"), FText::FromName(InAssetData.AssetName));
|
|
}
|
|
},
|
|
[](const FAssetData& InAssetData)
|
|
{
|
|
const FString TagValue = InAssetData.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
|
|
if(const bool bKnownToBeAdditive = (!TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None"))))
|
|
{
|
|
return FText::Format(LOCTEXT("MenuDescTooltipFormat", "Evaluate (additive)\n'{0}'"), FText::FromName(InAssetData.ObjectPath));
|
|
}
|
|
else
|
|
{
|
|
return FText::Format(LOCTEXT("MenuDescTooltipFormat", "Evaluate\n'{0}'"), FText::FromName(InAssetData.ObjectPath));
|
|
}
|
|
},
|
|
[](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData)
|
|
{
|
|
UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData);
|
|
});
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
|
|
{
|
|
if (UAnimSequenceBase* Seq = Cast<UAnimSequence>(Asset))
|
|
{
|
|
Node.SetSequence(Seq);
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
|
|
{
|
|
if(InContext.GetAssets().Num() > 0)
|
|
{
|
|
if (UAnimSequenceBase* Sequence = Cast<UAnimSequenceBase>(InContext.GetAssets()[0]))
|
|
{
|
|
FAnimNode_SequenceEvaluator& AnimNode = InContext.GetAnimNode<FAnimNode_SequenceEvaluator>();
|
|
AnimNode.SetSequence(Sequence);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
|
|
{
|
|
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
|
|
|
|
UAnimSequenceBase* SequenceToCheck = Node.GetSequence();
|
|
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
|
|
if (SequencePin != nullptr && SequenceToCheck == nullptr)
|
|
{
|
|
SequenceToCheck = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
|
|
}
|
|
|
|
if (SequenceToCheck == nullptr)
|
|
{
|
|
// Check for bindings
|
|
bool bHasBinding = false;
|
|
if(SequencePin != nullptr)
|
|
{
|
|
if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(SequencePin->GetFName()))
|
|
{
|
|
bHasBinding = true;
|
|
}
|
|
}
|
|
|
|
// we may have a connected node or binding
|
|
if (SequencePin == nullptr || (SequencePin->LinkedTo.Num() == 0 && !bHasBinding))
|
|
{
|
|
MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
USkeleton* SeqSkeleton = SequenceToCheck->GetSkeleton();
|
|
if (SeqSkeleton && // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
|
|
!ForSkeleton->IsCompatible(SeqSkeleton))
|
|
{
|
|
MessageLog.Error(TEXT("@@ references sequence that uses an incompatible skeleton @@"), this, SeqSkeleton);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_SequenceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
|
|
{
|
|
if (!Context->bIsDebugging)
|
|
{
|
|
// add an option to convert to a regular sequence player
|
|
{
|
|
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator"));
|
|
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
|
|
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToSeqPlayer);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
|
|
{
|
|
UAnimSequenceBase* Sequence = Node.GetSequence();
|
|
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
|
|
if (SequencePin != nullptr && Sequence == nullptr)
|
|
{
|
|
Sequence = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
|
|
}
|
|
|
|
return Sequence;
|
|
}
|
|
|
|
const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
|
|
{
|
|
return TEXT("ExplicitTime");
|
|
}
|
|
|
|
UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
|
|
{
|
|
return FAnimNode_SequenceEvaluator::StaticStruct();
|
|
}
|
|
|
|
EAnimAssetHandlerType UAnimGraphNode_SequenceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
|
|
{
|
|
if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
|
|
{
|
|
return EAnimAssetHandlerType::Supported;
|
|
}
|
|
else
|
|
{
|
|
return EAnimAssetHandlerType::NotSupported;
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|