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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. 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 16090510 by Thomas Sarkanen in ue5-main branch]
499 lines
16 KiB
C++
499 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_LinkedAnimGraphBase.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SCheckBox.h"
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#include "EdGraphSchema_K2.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "PropertyHandle.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailCategoryBuilder.h"
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#include "Animation/AnimNode_LinkedInputPose.h"
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#include "PropertyCustomizationHelpers.h"
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#include "ScopedTransaction.h"
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#include "AnimationGraphSchema.h"
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#include "Widgets/Layout/SBox.h"
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#include "UObject/CoreRedirects.h"
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#include "Animation/AnimNode_LinkedAnimGraph.h"
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#include "AnimGraphAttributes.h"
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#include "IAnimBlueprintCopyTermDefaultsContext.h"
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#include "AnimBlueprintExtension_LinkedAnimGraph.h"
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#define LOCTEXT_NAMESPACE "LinkedAnimGraph"
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namespace LinkedAnimGraphGraphNodeConstants
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{
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FLinearColor TitleColor(0.2f, 0.2f, 0.8f);
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}
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void UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks()
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{
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FAnimNode_LinkedAnimGraph& RuntimeNode = *GetLinkedAnimGraphNode();
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RuntimeNode.InputPoses.Empty();
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RuntimeNode.InputPoseNames.Empty();
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for(UEdGraphPin* Pin : Pins)
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{
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if(!Pin->bOrphanedPin)
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{
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if (UAnimationGraphSchema::IsPosePin(Pin->PinType))
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{
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if(Pin->Direction == EGPD_Input)
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{
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RuntimeNode.InputPoses.AddDefaulted();
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RuntimeNode.InputPoseNames.Add(Pin->GetFName());
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}
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}
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}
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}
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}
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FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor() const
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{
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return LinkedAnimGraphGraphNodeConstants::TitleColor;
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText() const
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{
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return LOCTEXT("ToolTip", "Runs a linked anim graph in another instance to process animation");
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UClass* TargetClass = GetTargetClass();
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UAnimBlueprint* TargetAnimBlueprint = TargetClass ? CastChecked<UAnimBlueprint>(TargetClass->ClassGeneratedBy) : nullptr;
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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FFormatNamedArguments Args;
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Args.Add(TEXT("NodeTitle"), LOCTEXT("Title", "Linked Anim Graph"));
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Args.Add(TEXT("TargetClass"), TargetAnimBlueprint ? FText::FromString(TargetAnimBlueprint->GetName()) : LOCTEXT("ClassNone", "None"));
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if(TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("NodeTitle", "Linked Anim Graph");
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}
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if(TitleType == ENodeTitleType::ListView)
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{
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if(Node.Tag != NAME_None)
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{
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Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
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return FText::Format(LOCTEXT("TitleListFormatTagged", "{NodeTitle} ({Tag}) - {TargetClass}"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("TitleListFormat", "{NodeTitle} - {TargetClass}"), Args);
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}
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}
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else
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{
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if(Node.Tag != NAME_None)
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{
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Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
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return FText::Format(LOCTEXT("TitleFormatTagged", "{NodeTitle} ({Tag})\n{TargetClass}"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("TitleFormat", "{NodeTitle}\n{TargetClass}"), Args);
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}
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
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UObject* OriginalNode = MessageLog.FindSourceObject(this);
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if(HasInstanceLoop())
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{
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MessageLog.Error(TEXT("Detected loop in linked instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass());
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}
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// Check for cycles from other linked instance nodes
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TArray<UEdGraph*> Graphs;
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AnimBP->GetAllGraphs(Graphs);
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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// Check for duplicate tags in this anim blueprint
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for(UEdGraph* Graph : Graphs)
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{
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TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedAnimGraphNodes;
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Graph->GetNodesOfClass(LinkedAnimGraphNodes);
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for(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphNode : LinkedAnimGraphNodes)
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{
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if(LinkedAnimGraphNode == OriginalNode)
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{
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continue;
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}
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FAnimNode_LinkedAnimGraph& InnerNode = *LinkedAnimGraphNode->GetLinkedAnimGraphNode();
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if(InnerNode.Tag != NAME_None && InnerNode.Tag == Node.Tag)
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{
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MessageLog.Error(*FText::Format(LOCTEXT("DuplicateTagErrorFormat", "Node @@ and node @@ both have the same tag '{0}'."), FText::FromName(Node.Tag)).ToString(), this, LinkedAnimGraphNode);
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}
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}
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}
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// Check we don't try to spawn our own blueprint
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if(GetTargetClass() == AnimBP->GetAnimBlueprintGeneratedClass())
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{
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MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass());
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
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{
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// Grab the SKELETON class here as when we are reconstructed during during BP compilation
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// the full generated class is not yet present built.
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UClass* TargetClass = GetTargetSkeletonClass();
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if(!TargetClass)
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{
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// Nothing to search for properties
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return;
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}
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IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass);
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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// Add any pose pins
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for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions())
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{
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if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName())
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{
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for(const FName& PoseName : AnimBlueprintFunction.InputPoseNames)
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{
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UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, UAnimationGraphSchema::MakeLocalSpacePosePin(), PoseName);
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NewPin->PinFriendlyName = FText::FromName(PoseName);
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CustomizePinData(NewPin, PoseName, INDEX_NONE);
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}
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break;
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}
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}
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// Call super to add properties
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Super::ReallocatePinsDuringReconstruction(OldPins);
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}
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void UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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bool bRequiresNodeReconstruct = false;
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FProperty* ChangedProperty = PropertyChangedEvent.Property;
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if(ChangedProperty)
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{
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if (IsStructuralProperty(ChangedProperty))
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{
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bRequiresNodeReconstruct = true;
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RebuildExposedProperties();
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}
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}
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if(bRequiresNodeReconstruct)
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{
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ReconstructNode();
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}
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop()
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{
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TArray<FGuid> VisitedList;
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TArray<FGuid> CurrentStack;
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return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack);
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack)
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{
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if(!VisitedNodes.Contains(CurrNode->NodeGuid))
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{
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VisitedNodes.Add(CurrNode->NodeGuid);
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NodeStack.Add(CurrNode->NodeGuid);
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if(UAnimBlueprint* AnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(CurrNode->GetTargetClass())))
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{
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// Check for cycles from other linked instance nodes
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TArray<UEdGraph*> Graphs;
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AnimBP->GetAllGraphs(Graphs);
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for(UEdGraph* Graph : Graphs)
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{
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TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedInstanceNodes;
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Graph->GetNodesOfClass(LinkedInstanceNodes);
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for(UAnimGraphNode_LinkedAnimGraphBase* LinkedInstanceNode : LinkedInstanceNodes)
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{
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// If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop
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if((!VisitedNodes.Contains(LinkedInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(LinkedInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(LinkedInstanceNode->NodeGuid))
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{
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return true;
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}
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}
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}
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}
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}
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NodeStack.Remove(CurrNode->NodeGuid);
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return false;
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}
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void UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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Super::CustomizeDetails(DetailBuilder);
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GenerateExposedPinsDetails(DetailBuilder);
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IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
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// Customize InstanceClass
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{
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TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
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ClassHandle->MarkHiddenByCustomization();
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FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class"));
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ClassWidgetRow.NameContent()
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[
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ClassHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(250.0f)
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[
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SNew(SObjectPropertyEntryBox)
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.ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath)
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.AllowedClass(UAnimBlueprint::StaticClass())
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.NewAssetFactories(TArray<UFactory*>())
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.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint))
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.OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint, &DetailBuilder))
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];
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder)
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{
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// We dont allow multi-select here
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if(DetailBuilder.GetSelectedObjects().Num() > 1)
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{
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DetailBuilder.HideCategory(TEXT("Settings"));
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return;
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}
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// We dont allow multi-select here
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if(DetailBuilder.GetSelectedObjects().Num() > 1)
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{
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DetailBuilder.HideCategory(TEXT("Settings"));
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return;
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}
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TArray<FProperty*> ExposableProperties;
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GetExposableProperties(ExposableProperties);
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if(ExposableProperties.Num() > 0)
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{
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IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Exposable Properties")));
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FDetailWidgetRow& HeaderWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("ExposeAll", "Expose All"));
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HeaderWidgetRow.NameContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("PropertyName", "Name"))
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.Font(IDetailLayoutBuilder::GetDetailFontBold())
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];
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HeaderWidgetRow.ValueContent()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Center)
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ExposeAllPropertyValue", "Expose All"))
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.Font(IDetailLayoutBuilder::GetDetailFontBold())
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::AreAllPropertiesExposed)
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.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeAllCheckboxChanged)
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]
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];
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for(FProperty* Property : ExposableProperties)
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{
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FDetailWidgetRow& PropertyWidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName()));
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FName PropertyName = Property->GetFName();
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FText PropertyTypeText = GetPropertyTypeText(Property);
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FFormatNamedArguments Args;
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Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName));
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Args.Add(TEXT("PropertyType"), PropertyTypeText);
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FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args);
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PropertyWidgetRow.NameContent()
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[
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SNew(STextBlock)
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.Text(FText::FromString(Property->GetName()))
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.ToolTipText(TooltipText)
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.Font(IDetailLayoutBuilder::GetDetailFont())
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];
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PropertyWidgetRow.ValueContent()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.AutoWidth()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ExposePropertyValue", "Expose:"))
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.Font(IDetailLayoutBuilder::GetDetailFont())
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::IsPropertyExposed, PropertyName)
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.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeCheckboxChanged, PropertyName)
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]
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];
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}
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}
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty(FProperty* InProperty) const
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{
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return InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InstanceClass);
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}
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FString UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath() const
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{
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UClass* InstanceClass = GetTargetClass();
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if(InstanceClass)
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{
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UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass);
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if(ActualBlueprint)
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{
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return ActualBlueprint->GetPathName();
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}
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}
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return FString();
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const
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{
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// Check recursion
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if(AssetData.IsAssetLoaded() && Cast<UBlueprint>(AssetData.GetAsset()) == GetBlueprint())
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{
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return true;
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}
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// Check skeleton
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FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag("TargetSkeleton");
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if (Result.IsSet())
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{
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if (UAnimBlueprint* CurrentBlueprint = Cast<UAnimBlueprint>(GetBlueprint()))
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{
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if (!CurrentBlueprint->TargetSkeleton->IsCompatibleSkeletonByAssetString(Result.GetValue()))
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{
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return true;
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}
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}
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}
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return false;
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}
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void UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder)
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{
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FScopedTransaction Transaction(LOCTEXT("SetInstanceBlueprint", "Set Linked Blueprint"));
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Modify();
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TSharedRef<IPropertyHandle> ClassHandle = InDetailBuilder->GetProperty(TEXT("Node.InstanceClass"), GetClass());
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if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AssetData.GetAsset()))
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{
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ClassHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass());
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}
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else
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{
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ClassHandle->SetValue((UObject*)nullptr);
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}
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}
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FPoseLinkMappingRecord UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
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{
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FPoseLinkMappingRecord Record = Super::GetLinkIDLocation(NodeType, SourcePin);
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if(Record.IsValid())
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{
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return Record;
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}
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else if(SourcePin->LinkedTo.Num() > 0 && SourcePin->Direction == EGPD_Input)
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{
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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check(Node.InputPoses.Num() == Node.InputPoseNames.Num());
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// perform name-based logic for input pose pins
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if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
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{
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FArrayProperty* ArrayProperty = FindFieldChecked<FArrayProperty>(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses));
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int32 ArrayIndex = INDEX_NONE;
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if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex))
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{
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check(Node.InputPoses.IsValidIndex(ArrayIndex));
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return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
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}
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}
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}
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return FPoseLinkMappingRecord::MakeInvalid();
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const
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{
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// We have the potential to output ALL registered attributes as we can contain any dynamically-linked graph
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const UAnimGraphAttributes* AnimGraphAttributes = GetDefault<UAnimGraphAttributes>();
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AnimGraphAttributes->ForEachAttribute([&OutAttributes](const FAnimGraphAttributeDesc& InDesc)
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{
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OutAttributes.Add(InDesc.Name);
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});
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}
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void UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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UAnimGraphNode_LinkedAnimGraphBase* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_LinkedAnimGraphBase>(this);
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FAnimNode_LinkedAnimGraph* DestinationNode = reinterpret_cast<FAnimNode_LinkedAnimGraph*>(InPerNodeContext.GetDestinationPtr());
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DestinationNode->NodeIndex = InPerNodeContext.GetNodePropertyIndex();
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const
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{
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OutExtensions.Add(UAnimBlueprintExtension_LinkedAnimGraph::StaticClass());
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}
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#undef LOCTEXT_NAMESPACE
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