Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_CustomProperty.cpp
Thomas Sarkanen 0ddbfb9894 Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Includes a thread-safety fix for 4.26 that hasnt made it over to 5.0 yet.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16071104 by Thomas Sarkanen in ue5-main branch]
2021-04-21 07:09:28 -04:00

384 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_CustomProperty.h"
#include "EdGraphSchema_K2.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "DetailLayoutBuilder.h"
#include "AnimationGraphSchema.h"
#include "DetailCategoryBuilder.h"
#include "PropertyCustomizationHelpers.h"
#include "KismetCompiler.h"
#include "IAnimBlueprintCompilationContext.h"
#define LOCTEXT_NAMESPACE "CustomPropNode"
void UAnimGraphNode_CustomProperty::CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext)
{
for (UEdGraphPin* Pin : Pins)
{
if (!Pin->bOrphanedPin && !UAnimationGraphSchema::IsPosePin(Pin->PinType))
{
// avoid to add properties which already exist on the custom node.
// for example the ControlRig_CustomNode has a pin called "alpha" which is not custom.
if (FStructProperty* NodeProperty = CastField<FStructProperty>(GetClass()->FindPropertyByName(TEXT("Node"))))
{
if(NodeProperty->Struct->FindPropertyByName(Pin->GetFName()))
{
continue;
}
}
// Add prefix to avoid collisions
FString PrefixedName = GetPinTargetVariableName(Pin);
// Create a property on the new class to hold the pin data
InCreationContext.CreateVariable(FName(*PrefixedName), Pin->PinType);
}
}
}
void UAnimGraphNode_CustomProperty::OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
for (UEdGraphPin* Pin : Pins)
{
if (!Pin->bOrphanedPin && !UAnimationGraphSchema::IsPosePin(Pin->PinType))
{
// avoid to add properties which already exist on the custom node.
// for example the ControlRig_CustomNode has a pin called "alpha" which is not custom.
if (FStructProperty* NodeProperty = CastField<FStructProperty>(GetClass()->FindPropertyByName(TEXT("Node"))))
{
if(NodeProperty->Struct->FindPropertyByName(Pin->GetFName()))
{
continue;
}
}
FString PrefixedName = GetPinTargetVariableName(Pin);
// Add mappings to the node
UClass* InstClass = GetTargetSkeletonClass();
if (FProperty* FoundProperty = FindFProperty<FProperty>(InstClass, Pin->PinName))
{
AddSourceTargetProperties(*PrefixedName, FoundProperty->GetFName());
}
else
{
AddSourceTargetProperties(*PrefixedName, Pin->GetFName());
}
}
}
}
void UAnimGraphNode_CustomProperty::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
UObject* OriginalNode = MessageLog.FindSourceObject(this);
if(NeedsToSpecifyValidTargetClass())
{
// Check we have a class set
UClass* TargetClass = GetTargetClass();
if(!TargetClass)
{
MessageLog.Error(TEXT("Linked graph node @@ has no valid instance class to spawn."), this);
}
}
}
void UAnimGraphNode_CustomProperty::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::ReallocatePinsDuringReconstruction(OldPins);
// Grab the SKELETON class here as when we are reconstructed during during BP compilation
// the full generated class is not yet present built.
UClass* TargetClass = GetTargetSkeletonClass();
if(!TargetClass)
{
// Nothing to search for properties
return;
}
// Need the schema to extract pin types
const UEdGraphSchema_K2* Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
// Default anim schema for util funcions
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
// Grab the list of properties we can expose
TArray<FProperty*> ExposablePropeties;
GetExposableProperties(ExposablePropeties);
// We'll track the names we encounter by removing from this list, if anything remains the properties
// have been removed from the target class and we should remove them too
TArray<FName> BeginExposableNames = KnownExposableProperties;
for(FProperty* Property : ExposablePropeties)
{
FName PropertyName = Property->GetFName();
BeginExposableNames.Remove(PropertyName);
if(!KnownExposableProperties.Contains(PropertyName))
{
// New property added to the target class
KnownExposableProperties.Add(PropertyName);
}
if(ExposedPropertyNames.Contains(PropertyName) && FBlueprintEditorUtils::PropertyStillExists(Property))
{
FEdGraphPinType PinType;
verify(Schema->ConvertPropertyToPinType(Property, PinType));
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, Property->GetFName());
NewPin->PinFriendlyName = Property->GetDisplayNameText();
// We cant interrogate CDO here as we may be mid-compile, so we can only really
// reset to the autogenerated default.
AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
CustomizePinData(NewPin, PropertyName, INDEX_NONE);
}
}
// Remove any properties that no longer exist on the target class
for(FName& RemovedPropertyName : BeginExposableNames)
{
KnownExposableProperties.Remove(RemovedPropertyName);
}
}
void UAnimGraphNode_CustomProperty::GetInstancePinProperty(const IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphPin* InInputPin, FProperty*& OutProperty)
{
// The actual name of the instance property
FString FullName = GetPinTargetVariableName(InInputPin);
if(FProperty* Property = InCompilationContext.FindClassFProperty<FProperty>(*FullName))
{
OutProperty = Property;
}
else
{
OutProperty = nullptr;
}
}
FString UAnimGraphNode_CustomProperty::GetPinTargetVariableName(const UEdGraphPin* InPin) const
{
return TEXT("__CustomProperty_") + InPin->PinName.ToString() + TEXT("_") + NodeGuid.ToString();
}
FText UAnimGraphNode_CustomProperty::GetPropertyTypeText(FProperty* Property)
{
FText PropertyTypeText;
if(FStructProperty* StructProperty = CastField<FStructProperty>(Property))
{
PropertyTypeText = StructProperty->Struct->GetDisplayNameText();
}
else if(FObjectProperty* ObjectProperty = CastField<FObjectProperty>(Property))
{
PropertyTypeText = ObjectProperty->PropertyClass->GetDisplayNameText();
}
else if(FFieldClass* PropClass = Property->GetClass())
{
PropertyTypeText = PropClass->GetDisplayNameText();
}
else
{
PropertyTypeText = LOCTEXT("PropertyTypeUnknown", "Unknown");
}
return PropertyTypeText;
}
void UAnimGraphNode_CustomProperty::RebuildExposedProperties()
{
ExposedPropertyNames.Empty();
KnownExposableProperties.Empty();
TArray<FProperty*> ExposableProperties;
GetExposableProperties(ExposableProperties);
for(FProperty* Property : ExposableProperties)
{
KnownExposableProperties.Add(Property->GetFName());
}
}
ECheckBoxState UAnimGraphNode_CustomProperty::AreAllPropertiesExposed() const
{
if(ExposedPropertyNames.Num() == 0)
{
return ECheckBoxState::Unchecked;
}
else
{
for(FName PropertyName : KnownExposableProperties)
{
if(!ExposedPropertyNames.Contains(PropertyName))
{
return ECheckBoxState::Undetermined;
}
}
}
return ECheckBoxState::Checked;
}
void UAnimGraphNode_CustomProperty::OnPropertyExposeAllCheckboxChanged(ECheckBoxState NewState)
{
if(NewState == ECheckBoxState::Checked)
{
ExposedPropertyNames = KnownExposableProperties;
}
else
{
ExposedPropertyNames.Empty();
}
ReconstructNode();
}
ECheckBoxState UAnimGraphNode_CustomProperty::IsPropertyExposed(FName PropertyName) const
{
return ExposedPropertyNames.Contains(PropertyName) ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
void UAnimGraphNode_CustomProperty::OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName)
{
if(NewState == ECheckBoxState::Checked)
{
ExposedPropertyNames.AddUnique(PropertyName);
}
else if(NewState == ECheckBoxState::Unchecked)
{
ExposedPropertyNames.Remove(PropertyName);
}
FGuardValue_Bitfield(bDisableOrphanPinSaving, true);
ReconstructNode();
}
void UAnimGraphNode_CustomProperty::OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder)
{
if(DetailBuilder)
{
DetailBuilder->ForceRefreshDetails();
}
}
UObject* UAnimGraphNode_CustomProperty::GetJumpTargetForDoubleClick() const
{
UClass* InstanceClass = GetTargetClass();
if(InstanceClass)
{
return InstanceClass->ClassGeneratedBy;
}
return nullptr;
}
bool UAnimGraphNode_CustomProperty::HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const
{
UClass* InstanceClassToUse = GetTargetClass();
// Add our instance class... If that changes we need a recompile
if(InstanceClassToUse && OptionalOutput)
{
OptionalOutput->AddUnique(InstanceClassToUse);
}
bool bSuperResult = Super::HasExternalDependencies(OptionalOutput);
return InstanceClassToUse || bSuperResult;
}
void UAnimGraphNode_CustomProperty::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
Super::CustomizeDetails(DetailBuilder);
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
// Customize InstanceClass
{
TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
if (ClassHandle->IsValidHandle())
{
ClassHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateUObject(this, &UAnimGraphNode_CustomProperty::OnStructuralPropertyChanged, &DetailBuilder));
}
}
}
void UAnimGraphNode_CustomProperty::GetExposableProperties( TArray<FProperty*>& OutExposableProperties) const
{
OutExposableProperties.Empty();
UClass* TargetClass = GetTargetClass();
if(TargetClass)
{
const UEdGraphSchema_K2* Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
for(TFieldIterator<FProperty> It(TargetClass, EFieldIteratorFlags::IncludeSuper); It; ++It)
{
FProperty* CurProperty = *It;
FEdGraphPinType PinType;
if(CurProperty->HasAllPropertyFlags(CPF_Edit | CPF_BlueprintVisible) && CurProperty->HasAllFlags(RF_Public) && Schema->ConvertPropertyToPinType(CurProperty, PinType))
{
OutExposableProperties.Add(CurProperty);
}
}
}
}
void UAnimGraphNode_CustomProperty::AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName)
{
FAnimNode_CustomProperty* CustomPropAnimNode = GetCustomPropertyNode();
if (CustomPropAnimNode)
{
CustomPropAnimNode->SourcePropertyNames.Add(InSourcePropertyName);
CustomPropAnimNode->DestPropertyNames.Add(InTargetPropertyName);
}
}
UClass* UAnimGraphNode_CustomProperty::GetTargetClass() const
{
const FAnimNode_CustomProperty* CustomPropAnimNode = GetCustomPropertyNode();
if (CustomPropAnimNode)
{
return CustomPropAnimNode->GetTargetClass();
}
return nullptr;
}
UClass* UAnimGraphNode_CustomProperty::GetTargetSkeletonClass() const
{
UClass* TargetClass = GetTargetClass();
if(TargetClass && TargetClass->ClassGeneratedBy)
{
UBlueprint* Blueprint = CastChecked<UBlueprint>(TargetClass->ClassGeneratedBy);
if(Blueprint)
{
if (Blueprint->SkeletonGeneratedClass)
{
return Blueprint->SkeletonGeneratedClass;
}
}
}
return TargetClass;
}
void UAnimGraphNode_CustomProperty::OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder)
{
if(DetailBuilder)
{
DetailBuilder->ForceRefreshDetails();
}
}
#undef LOCTEXT_NAMESPACE