Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequenceEvaluator.cpp
Thomas Sarkanen b85a3cea8c Animation sync node and anim graph attributes
Refactored tick record sync into utility structure - FAnimSync. This improves the odd API around tick records, better encapsulating functionality and leaving less for the caller to get wrong. This will also eventually allow this to be refactored out into a scriptable pipeline stage.
Added sync node and scoped sync message for new 'graph based sync'. Nodes that subscribe to graph-based-sync determine their sync group based on the scope that they are in.
Removed 4.26-style sync scopes - pushed all syncing up to the main anim instance. Linked anim instances no longer sync their own tick records.
To make graph based sync more useful, surfaced graph attributes and their visualizations as labels on pins and parallel wires to visualize flow.
This involves statically determining the attribute flow of the graph at compile time. Added a new compiler handler to deal with this new debug data.
Updated a lot of nodes to specify their attributes so graph flow can be correctly visualized.
Added tracing of attributes and sync records and visualization of traced records when debugging the anim graph.

#rb Jurre.deBaare, Martin.Wilson

[CL 14998555 by Thomas Sarkanen in ue5-main branch]
2021-01-06 09:11:59 -04:00

213 lines
6.7 KiB
C++

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