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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]
213 lines
6.7 KiB
C++
213 lines
6.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_SequenceEvaluator.h"
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#include "ToolMenus.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "GraphEditorActions.h"
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#include "Animation/AnimComposite.h"
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#include "Animation/AnimSequence.h"
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#include "AnimGraphNode_SequenceEvaluator.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_SequenceEvaluator
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
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{
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PreloadObject(Node.Sequence);
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Super::PreloadRequiredAssets();
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}
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void UAnimGraphNode_SequenceEvaluator::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_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
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{
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if(Node.Sequence)
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{
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HandleAnimReferenceCollection(Node.Sequence, AnimationAssets);
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}
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}
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void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
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{
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HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap);
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}
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FText UAnimGraphNode_SequenceEvaluator::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_SequenceEvaluator::GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const
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{
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const FText SequenceName = FText::FromString(InSequence->GetName());
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FFormatNamedArguments Args;
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Args.Add(TEXT("SequenceName"), SequenceName);
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// FText::Format() is slow, so we cache this to save on performance
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if (InSequence->IsValidAdditive())
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{
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CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args), this);
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}
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else
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{
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CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args), this);
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}
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return CachedNodeTitle;
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}
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FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (Node.Sequence == 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* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
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if (SequencePin && SequencePin->LinkedTo.Num() > 0)
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{
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return LOCTEXT("EvaluateSequence_TitleVariable", "Evaluate Animation Sequence");
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}
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else if (SequencePin && SequencePin->DefaultObject != nullptr)
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{
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return GetNodeTitleForSequence(TitleType, CastChecked<UAnimSequenceBase>(SequencePin->DefaultObject));
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}
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else
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{
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return LOCTEXT("EvaluateSequence_TitleNONE", "Evaluate (None)");
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}
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}
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// @TODO: don't know enough about this node type to comfortably assert that
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// the CacheName won't change after the node has spawned... until
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// then, we'll leave this optimization off
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else //if (CachedNodeTitle.IsOutOfDate(this))
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{
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GetNodeTitleForSequence(TitleType, Node.Sequence);
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}
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return CachedNodeTitle;
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}
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void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu.
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}
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void UAnimGraphNode_SequenceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UAnimSequenceBase* Seq = Cast<UAnimSequence>(Asset))
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{
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Node.Sequence = Seq;
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}
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}
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void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UAnimSequenceBase* SequenceToCheck = Node.Sequence;
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UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
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if (SequencePin != nullptr && SequenceToCheck == nullptr)
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{
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SequenceToCheck = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
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}
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if (SequenceToCheck == nullptr)
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{
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// Check for bindings
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bool bHasBinding = false;
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if(SequencePin != nullptr)
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{
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if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(SequencePin->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 (SequencePin == nullptr || (SequencePin->LinkedTo.Num() == 0 && !bHasBinding))
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{
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MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
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}
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}
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else
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{
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USkeleton* SeqSkeleton = SequenceToCheck->GetSkeleton();
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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?
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!SeqSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
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}
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}
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}
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void UAnimGraphNode_SequenceEvaluator::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 a regular sequence player
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{
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FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator"));
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Section.AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Section.AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqPlayer);
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}
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}
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}
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bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
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{
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UAnimSequenceBase* Sequence = Node.Sequence;
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UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
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if (SequencePin != nullptr && Sequence == nullptr)
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{
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Sequence = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
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}
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return Node.Sequence;
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}
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const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
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{
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return TEXT("ExplicitTime");
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}
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UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_SequenceEvaluator::StaticStruct();
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}
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EAnimAssetHandlerType UAnimGraphNode_SequenceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
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{
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if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
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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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