Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
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

60 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimationAsset.h"
#include "AnimGraphNode_Base.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_AssetPlayerBase.generated.h"
/** Get the default anim node class for playing a particular asset */
ANIMGRAPH_API UClass* GetNodeClassForAsset(const UClass* AssetClass);
/** See if a particular anim NodeClass can play a particular anim AssetClass */
ANIMGRAPH_API bool SupportNodeClassForAsset(const UClass* AssetClass, UClass* NodeClass);
/** Helper / intermediate for asset player graphical nodes */
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_AssetPlayerBase : public UAnimGraphNode_Base
{
GENERATED_BODY()
public:
// Deprecated - sync group data is held on the contained FAnimNode_Base
UPROPERTY()
FAnimationGroupReference SyncGroup_DEPRECATED;
/** UObject interface */
void Serialize(FArchive& Ar) override;
void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
/** UEdGraphNode interface */
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual FText GetTooltipText() const override;
/** UK2Node interface */
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
/** UAnimGraphNode_Base interface */
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void SetAnimationAsset(UAnimationAsset* Asset) { check(false); /*Base function called*/ }
// Helper function to gather menu actions from specific asset types supported by this node
static void GetMenuActionsHelper(FBlueprintActionDatabaseRegistrar& InActionRegistrar, TSubclassOf<UAnimGraphNode_Base> InNodeClass, const TArray<TSubclassOf<UObject>>& InAssetTypes, const TArray<TSubclassOf<UObject>>& InExcludedAssetTypes, const TFunctionRef<FText(const FAssetData&)>& InMenuNameFunction, const TFunctionRef<FText(const FAssetData&)>& InMenuTooltipFunction, const TFunction<void(UEdGraphNode*, bool, const FAssetData)>& InSetupNewNodeFunction);
protected:
// Helper functions to build a title for an asset player node
FText GetNodeTitleHelper(ENodeTitleType::Type InTitleType, UEdGraphPin* InAssetPin, const FText& InAssetDesc, const TFunction<FText(UAnimationAsset*)> InPostFixFunctionRef = nullptr) const;
FText GetNodeTitleForAsset(ENodeTitleType::Type InTitleType, UAnimationAsset* InAsset, const FText& InAssetDesc, const TFunction<FText(UAnimationAsset*)> InPostFixFunctionRef = nullptr) const;
// Default setup function that can be used with GetMenuActionsHalper
static void SetupNewNode(UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData);
/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
FString UnloadedSkeletonName;
};