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Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A. Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc. Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this). Moves FSkeletonRemapping to its own file (which is now private). Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety. Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing. Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context) #jira UE-166054 #jira UE-167355 #rb Jurre.deBaare,John.vanderBerg #preflight 635902602e6690262afa86f9 [CL 22878911 by Thomas Sarkanen in ue5-main branch]
221 lines
7.2 KiB
C++
221 lines
7.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_SequenceEvaluator.h"
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#include "ToolMenus.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "AnimGraphCommands.h"
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#include "Animation/AnimComposite.h"
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#include "Animation/AnimSequence.h"
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#include "AnimGraphNode_SequenceEvaluator.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.h"
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#include "IAnimBlueprintNodeOverrideAssetsContext.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeTemplateCache.h"
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#include "Animation/AnimRootMotionProvider.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_SequenceEvaluator
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#define LOCTEXT_NAMESPACE "UAnimGraphNode_SequenceEvaluator"
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UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
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{
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PreloadRequiredAssetsHelper(Node.GetSequence(), FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence)));
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Super::PreloadRequiredAssets();
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}
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void UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
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}
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void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
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{
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if(Node.GetSequence())
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{
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HandleAnimReferenceCollection(Node.Sequence, AnimationAssets);
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}
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}
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void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
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{
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HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap);
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}
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FText UAnimGraphNode_SequenceEvaluator::GetMenuCategory() const
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{
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return LOCTEXT("MenuCategory", "Animation|Sequences");
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}
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FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
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return GetNodeTitleHelper(TitleType, SequencePin, LOCTEXT("PlayerDesc", "Sequence Evaluator"));
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}
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FSlateIcon UAnimGraphNode_SequenceEvaluator::GetIconAndTint(FLinearColor& OutColor) const
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{
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return FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.AnimSequence");
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}
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void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const
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{
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GetMenuActionsHelper(
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InActionRegistrar,
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GetClass(),
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{ UAnimSequence::StaticClass() },
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{ },
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[](const FAssetData& InAssetData, UClass* InClass)
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{
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if(InAssetData.IsValid())
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{
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const FString TagValue = InAssetData.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
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if(const bool bKnownToBeAdditive = (!TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None"))))
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{
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return FText::Format(LOCTEXT("MenuDescFormatAdditive", "Evaluate '{0}' (additive)"), FText::FromName(InAssetData.AssetName));
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}
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else
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{
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return FText::Format(LOCTEXT("MenuDescFormat", "Evaluate '{0}'"), FText::FromName(InAssetData.AssetName));
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}
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}
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else
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{
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return LOCTEXT("MenuDesc", "Sequence Evaluator");
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}
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},
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[](const FAssetData& InAssetData, UClass* InClass)
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{
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if(InAssetData.IsValid())
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{
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const FString TagValue = InAssetData.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
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if(const bool bKnownToBeAdditive = (!TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None"))))
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{
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return FText::Format(LOCTEXT("MenuDescTooltipFormat_EvaluateAdditive", "Evaluate (additive)\n'{0}'"), FText::FromString(InAssetData.GetObjectPathString()));
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}
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else
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{
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return FText::Format(LOCTEXT("MenuDescTooltipFormat_Evaluate", "Evaluate\n'{0}'"), FText::FromString(InAssetData.GetObjectPathString()));
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}
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}
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else
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{
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return LOCTEXT("MenuDescTooltip", "Sequence Evaluator");
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}
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},
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[](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData)
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{
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UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData);
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});
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}
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void UAnimGraphNode_SequenceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UAnimSequenceBase* Seq = Cast<UAnimSequence>(Asset))
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{
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Node.SetSequence(Seq);
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}
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}
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void UAnimGraphNode_SequenceEvaluator::CopySettingsFromAnimationAsset(UAnimationAsset* Asset)
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{
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if (UAnimSequenceBase* Seq = Cast<UAnimSequence>(Asset))
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{
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Node.SetShouldLoop(Seq->bLoop);
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}
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}
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void UAnimGraphNode_SequenceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
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{
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if(InContext.GetAssets().Num() > 0)
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{
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if (UAnimSequenceBase* Sequence = Cast<UAnimSequenceBase>(InContext.GetAssets()[0]))
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{
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FAnimNode_SequenceEvaluator& AnimNode = InContext.GetAnimNode<FAnimNode_SequenceEvaluator>();
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AnimNode.SetSequence(Sequence);
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}
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}
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}
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void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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ValidateAnimNodeDuringCompilationHelper(ForSkeleton, MessageLog, Node.GetSequence(), UAnimSequenceBase::StaticClass(), FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence)), GET_MEMBER_NAME_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
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}
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void UAnimGraphNode_SequenceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
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{
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if (!Context->bIsDebugging)
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{
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// add an option to convert to a regular sequence player
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{
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FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeSequenceEvaluator", LOCTEXT("SequenceEvaluatorHeading", "Sequence Evaluator"));
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Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
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Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToSeqPlayer);
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}
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}
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}
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bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
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{
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UAnimSequenceBase* Sequence = Node.GetSequence();
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UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
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if (SequencePin != nullptr && Sequence == nullptr)
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{
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Sequence = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
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}
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return Sequence;
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}
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const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
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{
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return TEXT("ExplicitTime");
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}
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UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_SequenceEvaluator::StaticStruct();
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}
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EAnimAssetHandlerType UAnimGraphNode_SequenceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
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{
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if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
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{
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return EAnimAssetHandlerType::Supported;
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}
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else
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{
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return EAnimAssetHandlerType::NotSupported;
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}
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}
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void UAnimGraphNode_SequenceEvaluator::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const
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{
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Super::GetOutputLinkAttributes(OutAttributes);
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if (UE::Anim::IAnimRootMotionProvider::Get())
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{
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OutAttributes.Add(UE::Anim::IAnimRootMotionProvider::AttributeName);
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}
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}
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#undef LOCTEXT_NAMESPACE
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