Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequencePlayer.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

536 lines
19 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_SequencePlayer.h"
#include "EdGraphSchema_K2_Actions.h"
#include "Modules/ModuleManager.h"
#include "ToolMenus.h"
#include "Kismet2/CompilerResultsLog.h"
#include "GraphEditorActions.h"
#include "ARFilter.h"
#include "AssetRegistryModule.h"
#include "BlueprintActionFilter.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "DetailLayoutBuilder.h"
#include "EditorCategoryUtils.h"
#include "Animation/AnimComposite.h"
#include "Animation/AnimSequence.h"
#include "Animation/AnimPoseSearchProvider.h"
#define LOCTEXT_NAMESPACE "A3Nodes"
/////////////////////////////////////////////////////
// FNewSequencePlayerAction
// Action to add a sequence player node to the graph
struct FNewSequencePlayerAction : public FEdGraphSchemaAction_K2NewNode
{
protected:
FAssetData AssetInfo;
public:
FNewSequencePlayerAction(const FAssetData& InAssetInfo, FText Title)
: FEdGraphSchemaAction_K2NewNode(LOCTEXT("Animation", "Animations"), Title, LOCTEXT("EvalAnimSequenceToMakePose", "Evaluates an animation sequence to produce a pose"), 0, FText::FromName(InAssetInfo.ObjectPath))
{
AssetInfo = InAssetInfo;
UAnimGraphNode_SequencePlayer* Template = NewObject<UAnimGraphNode_SequencePlayer>();
NodeTemplate = Template;
}
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override
{
UAnimGraphNode_SequencePlayer* SpawnedNode = CastChecked<UAnimGraphNode_SequencePlayer>(FEdGraphSchemaAction_K2NewNode::PerformAction(ParentGraph, FromPin, Location, bSelectNewNode));
SpawnedNode->Node.Sequence = Cast<UAnimSequence>(AssetInfo.GetAsset());
return SpawnedNode;
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_SequencePlayer
UAnimGraphNode_SequencePlayer::UAnimGraphNode_SequencePlayer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_SequencePlayer::PreloadRequiredAssets()
{
PreloadObject(Node.Sequence);
Super::PreloadRequiredAssets();
}
FLinearColor UAnimGraphNode_SequencePlayer::GetNodeTitleColor() const
{
if ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive())
{
return FLinearColor(0.10f, 0.60f, 0.12f);
}
else
{
return FColor(200, 100, 100);
}
}
FText UAnimGraphNode_SequencePlayer::GetTooltipText() const
{
if (!Node.Sequence)
{
return FText();
}
const bool bAdditive = Node.Sequence->IsValidAdditive();
return GetTitleGivenAssetInfo(FText::FromString(Node.Sequence->GetPathName()), bAdditive);
}
FText UAnimGraphNode_SequencePlayer::GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const
{
const bool bAdditive = InSequence->IsValidAdditive();
const FText BasicTitle = GetTitleGivenAssetInfo(FText::FromName(InSequence->GetFName()), bAdditive);
if(SyncGroup.Method == EAnimSyncMethod::SyncGroup)
{
const FText SyncGroupName = FText::FromName(SyncGroup.GroupName);
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), BasicTitle);
Args.Add(TEXT("SyncGroup"), SyncGroupName);
if (TitleType == ENodeTitleType::FullTitle)
{
return FText::Format(LOCTEXT("SequenceNodeGroupWithSubtitleFull", "{Title}\nSync group {SyncGroup}"), Args);
}
else
{
return FText::Format(LOCTEXT("SequenceNodeGroupWithSubtitleList", "{Title} (Sync group {SyncGroup})"), Args);
}
}
else if(SyncGroup.Method == EAnimSyncMethod::Graph)
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), BasicTitle);
UObject* ObjectBeingDebugged = GetAnimBlueprint()->GetObjectBeingDebugged();
UAnimBlueprintGeneratedClass* GeneratedClass = GetAnimBlueprint()->GetAnimBlueprintGeneratedClass();
if (ObjectBeingDebugged && GeneratedClass)
{
int32 NodeIndex = GeneratedClass->GetNodeIndexFromGuid(NodeGuid);
if(NodeIndex != INDEX_NONE)
{
if(const FName* SyncGroupNamePtr = GeneratedClass->GetAnimBlueprintDebugData().NodeSyncsThisFrame.Find(NodeIndex))
{
Args.Add(TEXT("SyncGroup"), FText::FromName(*SyncGroupNamePtr));
if (TitleType == ENodeTitleType::FullTitle)
{
return FText::Format(LOCTEXT("SequenceNodeGraphSyncDebuggedWithSubtitleFull", "{Title}\nGraph sync group {SyncGroup}"), Args);
}
else
{
return FText::Format(LOCTEXT("SequenceNodeGraphSyncDebuggedWithSubtitleList", "{Title} (Graph sync group {SyncGroup})"), Args);
}
}
}
}
// Indicate that the sync is graph-based if we have no debug data
if (TitleType == ENodeTitleType::FullTitle)
{
return FText::Format(LOCTEXT("SequenceNodeGraphSyncWithSubtitleFull", "{Title}\nGraph sync group"), Args);
}
else
{
return FText::Format(LOCTEXT("SequenceNodeGraphSyncWithSubtitleList", "{Title} (Graph sync group)"), Args);
}
}
else
{
return BasicTitle;
}
}
FText UAnimGraphNode_SequencePlayer::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_SequencePlayer, Sequence));
if (SequencePin && SequencePin->LinkedTo.Num() > 0)
{
return LOCTEXT("SequenceNodeTitleVariable", "Play Animation Sequence");
}
else if (SequencePin && SequencePin->DefaultObject != nullptr)
{
return GetNodeTitleForSequence(TitleType, CastChecked<UAnimSequenceBase>(SequencePin->DefaultObject));
}
else
{
return LOCTEXT("SequenceNullTitle", "Play (None)");
}
}
else
{
return GetNodeTitleForSequence(TitleType, Node.Sequence);
}
}
FText UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive)
{
FFormatNamedArguments Args;
Args.Add(TEXT("AssetName"), AssetName);
if (bKnownToBeAdditive)
{
return FText::Format(LOCTEXT("SequenceNodeTitleAdditive", "Play {AssetName} (additive)"), Args);
}
else
{
return FText::Format(LOCTEXT("SequenceNodeTitle", "Play {AssetName}"), Args);
}
}
FText UAnimGraphNode_SequencePlayer::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Animation);
}
void UAnimGraphNode_SequencePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto LoadedAssetSetup = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UAnimSequence> SequencePtr)
{
UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
SequencePlayerNode->Node.Sequence = SequencePtr.Get();
};
auto UnloadedAssetSetup = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FAssetData AssetData)
{
UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
if (bIsTemplateNode)
{
AssetData.GetTagValue("Skeleton", SequencePlayerNode->UnloadedSkeletonName);
}
else
{
UAnimSequence* Sequence = Cast<UAnimSequence>(AssetData.GetAsset());
check(Sequence != nullptr);
SequencePlayerNode->Node.Sequence = Sequence;
}
};
const UObject* QueryObject = ActionRegistrar.GetActionKeyFilter();
if (QueryObject == nullptr)
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// define a filter to help in pulling UAnimSequence asset data from the registry
FARFilter Filter;
Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// Find matching assets and add an entry for each one
TArray<FAssetData> SequenceList;
AssetRegistryModule.Get().GetAssets(Filter, /*out*/SequenceList);
for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
{
const FAssetData& Asset = *AssetIt;
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
if (Asset.IsAssetLoaded())
{
UAnimSequence* AnimSequence = Cast<UAnimSequence>(Asset.GetAsset());
if(AnimSequence)
{
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, TWeakObjectPtr<UAnimSequence>(AnimSequence));
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
NodeSpawner->DefaultMenuSignature.Tooltip = GetTitleGivenAssetInfo(FText::FromString(AnimSequence->GetPathName()), AnimSequence->IsValidAdditive());
}
}
else
{
const FString TagValue = Asset.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
const bool bKnownToBeAdditive = (!TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None")));
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), bKnownToBeAdditive);
NodeSpawner->DefaultMenuSignature.Tooltip = GetTitleGivenAssetInfo(FText::FromName(Asset.ObjectPath), bKnownToBeAdditive);
}
ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
}
}
else if (const UAnimSequence* AnimSequence = Cast<UAnimSequence>(QueryObject))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
TWeakObjectPtr<UAnimSequence> SequencePtr = MakeWeakObjectPtr(const_cast<UAnimSequence*>(AnimSequence));
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, SequencePtr);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
NodeSpawner->DefaultMenuSignature.Tooltip = GetTitleGivenAssetInfo(FText::FromString(AnimSequence->GetPathName()), AnimSequence->IsValidAdditive());
ActionRegistrar.AddBlueprintAction(QueryObject, NodeSpawner);
}
else if (QueryObject == GetClass())
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// define a filter to help in pulling UAnimSequence asset data from the registry
FARFilter Filter;
Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// Find matching assets and add an entry for each one
TArray<FAssetData> SequenceList;
AssetRegistryModule.Get().GetAssets(Filter, /*out*/SequenceList);
for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
{
const FAssetData& Asset = *AssetIt;
if (Asset.IsAssetLoaded())
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
const FString TagValue = Asset.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
const bool bKnownToBeAdditive = (!TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None")));
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), bKnownToBeAdditive);
NodeSpawner->DefaultMenuSignature.Tooltip = GetTitleGivenAssetInfo(FText::FromName(Asset.ObjectPath), bKnownToBeAdditive);
ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
}
}
}
bool UAnimGraphNode_SequencePlayer::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
bool bIsFilteredOut = false;
FBlueprintActionContext const& FilterContext = Filter.Context;
for (UBlueprint* Blueprint : FilterContext.Blueprints)
{
if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
{
if(Node.Sequence)
{
if(Node.Sequence->GetSkeleton() != AnimBlueprint->TargetSkeleton)
{
// Sequence does not use the same skeleton as the Blueprint, cannot use
bIsFilteredOut = true;
break;
}
}
else
{
FAssetData SkeletonData(AnimBlueprint->TargetSkeleton);
if(UnloadedSkeletonName != SkeletonData.GetExportTextName())
{
bIsFilteredOut = true;
break;
}
}
}
else
{
// Not an animation Blueprint, cannot use
bIsFilteredOut = true;
break;
}
}
return bIsFilteredOut;
}
EAnimAssetHandlerType UAnimGraphNode_SequencePlayer::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
{
return EAnimAssetHandlerType::PrimaryHandler;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
void UAnimGraphNode_SequencePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UAnimSequenceBase* SequenceToCheck = Node.Sequence;
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequencePlayer, 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 if(SupportsAssetClass(SequenceToCheck->GetClass()) == EAnimAssetHandlerType::NotSupported)
{
MessageLog.Error(*FText::Format(LOCTEXT("UnsupportedAssetError", "@@ is trying to play a {0} as a sequence, which is not allowed."), SequenceToCheck->GetClass()->GetDisplayNameText()).ToString(), 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_SequencePlayer::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeSequencePlayer", NSLOCTEXT("A3Nodes", "SequencePlayerHeading", "Sequence Player"));
Section.AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqEvaluator);
}
}
}
void UAnimGraphNode_SequencePlayer::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UAnimSequenceBase* Seq = Cast<UAnimSequenceBase>(Asset))
{
Node.Sequence = Seq;
}
}
void UAnimGraphNode_SequencePlayer::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_SequencePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if(Node.Sequence)
{
HandleAnimReferenceCollection(Node.Sequence, AnimationAssets);
}
}
void UAnimGraphNode_SequencePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap);
}
bool UAnimGraphNode_SequencePlayer::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_SequencePlayer::GetAnimationAsset() const
{
UAnimSequenceBase* Sequence = Node.Sequence;
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequencePlayer, Sequence));
if (SequencePin != nullptr && Sequence == nullptr)
{
Sequence = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
}
return Sequence;
}
const TCHAR* UAnimGraphNode_SequencePlayer::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_SequencePlayer::GetTimePropertyStruct() const
{
return FAnimNode_SequencePlayer::StaticStruct();
}
void UAnimGraphNode_SequencePlayer::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
Super::CustomizeDetails(DetailBuilder);
if (!UE::Anim::IPoseSearchProvider::IsAvailable())
{
DetailBuilder.HideCategory(TEXT("PoseMatching"));
}
}
void UAnimGraphNode_SequencePlayer::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequencePlayer, PlayRate))
{
if (!Pin->bHidden)
{
// Draw value for PlayRateBasis if the pin is not exposed
UEdGraphPin* PlayRateBasisPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequencePlayer, PlayRateBasis));
if (!PlayRateBasisPin || PlayRateBasisPin->bHidden)
{
if (Node.PlayRateBasis != 1.f)
{
FFormatNamedArguments Args;
Args.Add(TEXT("PinFriendlyName"), Pin->PinFriendlyName);
Args.Add(TEXT("PlayRateBasis"), FText::AsNumber(Node.PlayRateBasis));
Pin->PinFriendlyName = FText::Format(LOCTEXT("FAnimNode_SequencePlayer_PlayRateBasis_Value", "({PinFriendlyName} / {PlayRateBasis})"), Args);
}
}
else // PlayRateBasisPin is visible
{
FFormatNamedArguments Args;
Args.Add(TEXT("PinFriendlyName"), Pin->PinFriendlyName);
Pin->PinFriendlyName = FText::Format(LOCTEXT("FAnimNode_SequencePlayer_PlayRateBasis_Name", "({PinFriendlyName} / PlayRateBasis)"), Args);
}
Pin->PinFriendlyName = Node.PlayRateScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName);
}
}
}
void UAnimGraphNode_SequencePlayer::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None);
// Reconstruct node to show updates to PinFriendlyNames.
if ((PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequencePlayer, PlayRateBasis))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bMapRange))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputRange, Min))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputRange, Max))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, Scale))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, Bias))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bClampResult))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, ClampMin))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, ClampMax))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bInterpResult))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, InterpSpeedIncreasing))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, InterpSpeedDecreasing)))
{
ReconstructNode();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
#undef LOCTEXT_NAMESPACE