Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintCompilerHandler_StateMachine.h
Thomas Sarkanen 8b3709fb28 Restricted anim BP compiler subsystem APIs
Removed direct access to currently compiling BP class to restrict unguarded mutation.
Const-corrected various accessors and overrides.
Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency.
Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to.
Removed anim class subsystems.
Moved property access code to engine module (editor code is still in a plugin).
Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy

#rb Dan.OConnor
#jira none

[CL 14278258 by Thomas Sarkanen in ue5-main branch]
2020-09-09 08:32:25 -04:00

53 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IAnimBlueprintCompilerHandler.h"
class UK2Node_CallFunction;
class UK2Node_AnimGetter;
class UK2Node_TransitionRuleGetter;
class UAnimGraphNode_Base;
class UAnimStateTransitionNode;
class UEdGraph;
class UEdGraphNode;
struct FAnimNotifyEvent;
class IAnimBlueprintCompilerCreationContext;
class IAnimBlueprintGeneratedClassCompiledData;
class IAnimBlueprintCompilationContext;
class FAnimBlueprintCompilerHandler_StateMachine : public IAnimBlueprintCompilerHandler
{
public:
FAnimBlueprintCompilerHandler_StateMachine(IAnimBlueprintCompilerCreationContext& InCreationContext);
// This function does the following steps:
// Clones the nodes in the specified source graph
// Merges them into the ConsolidatedEventGraph
// Processes any animation nodes
// Returns the index of the processed cloned version of SourceRootNode
// If supplied, will also return an array of all cloned nodes
int32 ExpandGraphAndProcessNodes(UEdGraph* SourceGraph, UAnimGraphNode_Base* SourceRootNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData, UAnimStateTransitionNode* TransitionNode = nullptr, TArray<UEdGraphNode*>* ClonedNodes = nullptr);
private:
void PreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
void PostProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
// Spawns a function call node, calling a function on the anim instance
UK2Node_CallFunction* SpawnCallAnimInstanceFunction(IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphNode* SourceNode, FName FunctionName);
// Convert transition getters into a function call/etc...
void ProcessTransitionGetter(UK2Node_TransitionRuleGetter* Getter, UAnimStateTransitionNode* TransitionNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
// Automatically fill in parameters for the specified Getter node
void AutoWireAnimGetter(UK2Node_AnimGetter* Getter, UAnimStateTransitionNode* InTransitionNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
private:
// List of getter node's we've found so the auto-wire can be deferred till after state machine compilation
TArray<UK2Node_AnimGetter*> FoundGetterNodes;
// Preprocessed lists of getters from the root of the ubergraph
TArray<UK2Node_TransitionRuleGetter*> RootTransitionGetters;
TArray<UK2Node_AnimGetter*> RootGraphAnimGetters;
};