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Fixed issue with sync group collisions when syncing with 'component' scope This change moves sync group management to use a name->group map instead of indices. Staying with indices cannot work across multiple instances as they are simply allocated at the point the single anim BP is compiled, so can easily collide in anything other than simple configurations. Deprecated all index based access to sync groups in the runtime. Sync groups can still be enumerated on the generated class. #jira UE-101030 - Sync groups with non-local scope can collide, causing incorrect behaviour #rb Martin.Wilson,Jurre.deBaare [CL 14521985 by Thomas Sarkanen in ue5-main branch]
280 lines
9.5 KiB
C++
280 lines
9.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_BlendSpacePlayer.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/UObjectIterator.h"
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#include "ToolMenus.h"
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#include "GraphEditorActions.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "Animation/AimOffsetBlendSpace.h"
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#include "Animation/AimOffsetBlendSpace1D.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_BlendSpacePlayer
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_BlendSpacePlayer::UAnimGraphNode_BlendSpacePlayer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_BlendSpacePlayer::GetTooltipText() const
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{
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// FText::Format() is slow, so we utilize the cached list title
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return GetNodeTitle(ENodeTitleType::ListView);
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}
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FText UAnimGraphNode_BlendSpacePlayer::GetNodeTitleForBlendSpace(ENodeTitleType::Type TitleType, UBlendSpaceBase* InBlendSpace) const
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{
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const FText BlendSpaceName = FText::FromString(InBlendSpace->GetName());
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendspacePlayer", "Blendspace Player '{BlendSpaceName}'"), Args), this);
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}
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else
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{
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FFormatNamedArguments TitleArgs;
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TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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FText Title = FText::Format(LOCTEXT("BlendSpacePlayerFullTitle", "{BlendSpaceName}\nBlendspace Player"), TitleArgs);
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if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("Title"), Title);
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Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
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Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
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}
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitles.SetCachedTitle(TitleType, Title, this);
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}
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return CachedNodeTitles[TitleType];
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}
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FText UAnimGraphNode_BlendSpacePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (Node.BlendSpace == nullptr)
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{
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// we may have a valid variable connected or default pin value
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace));
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if (BlendSpacePin && BlendSpacePin->LinkedTo.Num() > 0)
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{
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return LOCTEXT("BlendspacePlayer_Variable_Title", "Blendspace Player");
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}
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else if (BlendSpacePin && BlendSpacePin->DefaultObject != nullptr)
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{
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return GetNodeTitleForBlendSpace(TitleType, CastChecked<UBlendSpaceBase>(BlendSpacePin->DefaultObject));
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}
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else
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{
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("BlendspacePlayer_NONE_ListTitle", "Blendspace Player '(None)'");
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}
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else
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{
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return LOCTEXT("BlendspacePlayer_NONE_Title", "(None)\nBlendspace Player");
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}
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}
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}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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return GetNodeTitleForBlendSpace(TitleType, Node.BlendSpace);
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}
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}
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void UAnimGraphNode_BlendSpacePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
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{
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BlendSpaceToCheck = Cast<UBlendSpaceBase>(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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!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
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}
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}
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}
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void UAnimGraphNode_BlendSpacePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
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Node.GroupName = SyncGroup.GroupName;
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Node.GroupRole = SyncGroup.GroupRole;
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Node.GroupScope = SyncGroup.GroupScope;
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}
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void UAnimGraphNode_BlendSpacePlayer::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("AnimGraphNodeBlendSpaceEvaluator", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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Section.AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Section.AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSEvaluator);
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}
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}
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}
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void UAnimGraphNode_BlendSpacePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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struct GetMenuActions_Utils
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{
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static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpaceBase> BlendSpace)
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{
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UAnimGraphNode_BlendSpacePlayer* BlendSpaceNode = CastChecked<UAnimGraphNode_BlendSpacePlayer>(NewNode);
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BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
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}
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static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpaceBase* BlendSpace)
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{
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UBlueprintNodeSpawner* NodeSpawner = nullptr;
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bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
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BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
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if (!bIsAimOffset)
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{
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NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
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check(NodeSpawner != nullptr);
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TWeakObjectPtr<UBlendSpaceBase> BlendSpacePtr = MakeWeakObjectPtr(const_cast<UBlendSpaceBase*>(BlendSpace));
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
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}
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return NodeSpawner;
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}
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};
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if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
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{
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if (const UBlendSpaceBase* TargetBlendSpace = Cast<UBlendSpaceBase>(RegistrarTarget))
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{
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if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
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{
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ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
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}
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}
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// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
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}
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else
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{
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UClass* NodeClass = GetClass();
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for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
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{
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UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
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if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
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{
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ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
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}
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}
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}
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}
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FBlueprintNodeSignature UAnimGraphNode_BlendSpacePlayer::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddSubObject(Node.BlendSpace);
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return NodeSignature;
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}
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void UAnimGraphNode_BlendSpacePlayer::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(Asset))
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{
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Node.BlendSpace = BlendSpace;
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}
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}
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void UAnimGraphNode_BlendSpacePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
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{
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if(Node.BlendSpace)
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{
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HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
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}
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}
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void UAnimGraphNode_BlendSpacePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
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{
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HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
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}
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bool UAnimGraphNode_BlendSpacePlayer::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_BlendSpacePlayer::GetAnimationAsset() const
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{
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UBlendSpaceBase* BlendSpace = Node.BlendSpace;
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpace == nullptr)
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{
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BlendSpace = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
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}
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return BlendSpace;
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}
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const TCHAR* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyStruct() const
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{
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return FAnimNode_BlendSpacePlayer::StaticStruct();
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}
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EAnimAssetHandlerType UAnimGraphNode_BlendSpacePlayer::SupportsAssetClass(const UClass* AssetClass) const
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{
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if (AssetClass->IsChildOf(UBlendSpaceBase::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
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{
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return EAnimAssetHandlerType::PrimaryHandler;
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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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