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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman #codereview John.Abercrombie Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2855722 on 2016/02/04 by Zak.Middleton #ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints. #rb Daniel.Broder, Ori.Cohen #codereview Bob.Tellez #jira UE-26411 Change 2855737 on 2016/02/04 by James.Golding Add test AssetUserData C++ class to QAGame Change 2855739 on 2016/02/04 by James.Golding PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel https://github.com/EpicGames/UnrealEngine/pull/1858 #github 1858 #jira UE-24494 #rb thomas.sarkanen Change 2855842 on 2016/02/04 by James.Golding UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial #codereview ori.cohen #rb thomas.sarkanen Change 2855843 on 2016/02/04 by James.Golding PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture https://github.com/EpicGames/UnrealEngine/pull/1984 #github 1984 #jira UE-25913 #rb thomas.sarkanen Change 2855844 on 2016/02/04 by James.Golding UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around #rb thomas.sarkanen Change 2855850 on 2016/02/04 by Benn.Gallagher Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD #rb Martin.Wilson Change 2856409 on 2016/02/04 by Zak.Middleton #ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target). #codereview Jeff.Farris Change 2857018 on 2016/02/05 by Benn.Gallagher Fixes for various anim graph related subgraph issues/crashes #rb Ben.Cosh Change 2857193 on 2016/02/05 by Lukasz.Furman extended crowd agent interface to handle avoidance groups #ue4 UE-24823 #1896 Change 2857200 on 2016/02/05 by Lukasz.Furman fixed memory leak in CrowdManager #ue UE-26516 #2026 #codereview Mieszko.Zielinski Change 2857417 on 2016/02/05 by Lina.Halper Add keyword for animation functions Change 2858854 on 2016/02/08 by Benn.Gallagher Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries. #jira UE-8421 #rb Lina.Halper Change 2858855 on 2016/02/08 by Benn.Gallagher Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition. #rb Lina.Halper Change 2859159 on 2016/02/08 by Aaron.McLeran UE-25586 Fix for reporting audio memory usage - Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size Change 2859192 on 2016/02/08 by Laurent.Delayen Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor). Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process. #rb martin.wilson #codereview lina.halper Change 2859238 on 2016/02/08 by Lina.Halper Git pull request #1895 Change 2859239 on 2016/02/08 by Lina.Halper Git pull request #1813 Change 2859453 on 2016/02/08 by Aaron.McLeran [CL 2868856 by Marc Audy in Main branch]
85 lines
3.3 KiB
C++
85 lines
3.3 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimationCustomTransitionSchema.h"
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#include "AnimGraphNode_CustomTransitionResult.h"
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#include "AnimGraphNode_TransitionPoseEvaluator.h"
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#include "AnimStateTransitionNode.h"
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#include "AnimationCustomTransitionGraph.h"
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/////////////////////////////////////////////////////
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// UAnimationCustomTransitionSchema
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UAnimationCustomTransitionSchema::UAnimationCustomTransitionSchema(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimationCustomTransitionSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
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{
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// Create the result node
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FGraphNodeCreator<UAnimGraphNode_CustomTransitionResult> ResultNodeCreator(Graph);
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UAnimGraphNode_CustomTransitionResult* ResultSinkNode = ResultNodeCreator.CreateNode();
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ResultSinkNode->NodePosX = 0;
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ResultSinkNode->NodePosY = 0;
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ResultNodeCreator.Finalize();
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SetNodeMetaData(ResultSinkNode, FNodeMetadata::DefaultGraphNode);
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UAnimationCustomTransitionGraph* TypedGraph = CastChecked<UAnimationCustomTransitionGraph>(&Graph);
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TypedGraph->MyResultNode = ResultSinkNode;
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// Create the source and destination input states
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{
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FGraphNodeCreator<UAnimGraphNode_TransitionPoseEvaluator> SourceNodeCreator(Graph);
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UAnimGraphNode_TransitionPoseEvaluator* SourcePoseNode = SourceNodeCreator.CreateNode();
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SourcePoseNode->Node.DataSource = EEvaluatorDataSource::EDS_SourcePose;
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SourcePoseNode->NodePosX = -300;
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SourcePoseNode->NodePosY = -150;
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SourceNodeCreator.Finalize();
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SetNodeMetaData(SourcePoseNode, FNodeMetadata::DefaultGraphNode);
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}
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{
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FGraphNodeCreator<UAnimGraphNode_TransitionPoseEvaluator> DestinationNodeCreator(Graph);
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UAnimGraphNode_TransitionPoseEvaluator* DestinationPoseNode = DestinationNodeCreator.CreateNode();
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DestinationPoseNode->Node.DataSource = EEvaluatorDataSource::EDS_DestinationPose;
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DestinationPoseNode->NodePosX = -300;
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DestinationPoseNode->NodePosY = 150;
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DestinationNodeCreator.Finalize();
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SetNodeMetaData(DestinationPoseNode, FNodeMetadata::DefaultGraphNode);
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}
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}
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void UAnimationCustomTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
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{
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DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
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if (const UAnimStateTransitionNode* TransNode = Cast<const UAnimStateTransitionNode>(Graph.GetOuter()))
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{
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DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "CustomBlendGraphTitle", "{0} (custom blend)"), TransNode->GetNodeTitle(ENodeTitleType::FullTitle) );
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}
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DisplayInfo.DisplayName = DisplayInfo.PlainName;
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}
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void UAnimationCustomTransitionSchema::HandleGraphBeingDeleted(UEdGraph& GraphBeingRemoved) const
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{
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if(UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(&GraphBeingRemoved))
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{
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// Look for state nodes that reference this graph
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TArray<UAnimStateTransitionNode*> TransitionNodes;
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FBlueprintEditorUtils::GetAllNodesOfClass<UAnimStateTransitionNode>(Blueprint, TransitionNodes);
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for(UAnimStateTransitionNode* Node : TransitionNodes)
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{
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if(Node->CustomTransitionGraph == &GraphBeingRemoved)
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{
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// Clear out the logic for this node as we're removing the graph
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Node->Modify();
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Node->LogicType = ETransitionLogicType::TLT_StandardBlend;
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Node->CustomTransitionGraph = nullptr;
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}
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}
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}
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}
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