Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
halfdan ingvarsson 0e50cd24fe Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none
#trivial

[CL 14823295 by halfdan ingvarsson in ue5-main branch]
2020-11-30 16:40:07 -04:00

76 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "AnimGraphNode_CustomProperty.h"
#include "IClassVariableCreator.h"
#include "AnimGraphNode_LinkedAnimGraphBase.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class IPropertyHandle;
class SToolTip;
struct FAnimNode_LinkedAnimGraph;
UCLASS(MinimalAPI, Abstract)
class UAnimGraphNode_LinkedAnimGraphBase : public UAnimGraphNode_CustomProperty
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
//~ End UEdGraphNode Interface.
// UAnimGraphNode_Base interface
virtual FPoseLinkMappingRecord GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin) override;
// UAnimGraphNode_CustomProperty interface
virtual bool IsStructuralProperty(FProperty* InProperty) const override;
// Node accessor
virtual FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() PURE_VIRTUAL(UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode, return nullptr;);
virtual const FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() const PURE_VIRTUAL(UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode, return nullptr;);
protected:
friend class FAnimBlueprintCompilerHandler_LinkedAnimGraph;
// Called pre-compilation to allocate pose links
void AllocatePoseLinks();
// Finds out whether there is a loop in the graph formed by linked instances from this node
bool HasInstanceLoop();
/** Generates widgets for exposing/hiding Pins for this node using the provided detail builder */
void GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder);
// Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required
// to track the graph links
// VisitedNodes - Node we have searched the links of, so we don't do it twice
// NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop
static bool HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack);
// ----- UI CALLBACKS ----- //
// Gets path to the currently selected instance class' blueprint
virtual FString GetCurrentInstanceBlueprintPath() const;
// Filter callback for blueprints (only accept matching skeletons/interfaces)
virtual bool OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const;
// Instance blueprint was changed by user
void OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder);
// ----- END UI CALLBACKS ----- //
};
UE_DEPRECATED(4.24, "UAnimGraphNode_SubInstanceBase has been renamed to UAnimGraphNode_LinkedAnimGraphBase")
typedef UAnimGraphNode_LinkedAnimGraphBase UAnimGraphNode_SubInstanceBase;