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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]
268 lines
9.6 KiB
C++
268 lines
9.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_AimOffsetLookAt.h"
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#include "GraphEditorActions.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "Animation/AnimationSettings.h"
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#include "Animation/AimOffsetBlendSpace.h"
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#include "Animation/AimOffsetBlendSpace1D.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/UObjectIterator.h"
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#include "ToolMenus.h"
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#include "AnimGraphCommands.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_RotationOffsetBlendSpace
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_AimOffsetLookAt::GetTooltipText() const
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{
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// FText::Format() is slow, so we utilize the cached list title
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return GetNodeTitle(ENodeTitleType::ListView);
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}
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FText UAnimGraphNode_AimOffsetLookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
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{
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BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
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}
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if (BlendSpaceToCheck == nullptr)
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{
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("AimOffsetLookAt_NONE_ListTitle", "LookAt AimOffset '(None)'");
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}
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else
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{
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return LOCTEXT("AimOffsetLookAt_NONE_Title", "(None)\nLookAt AimOffset");
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}
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}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName());
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FFormatNamedArguments Args;
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Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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// FText::Format() is slow, so we cache this to save on performance
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtListTitle", "LookAt AimOffset '{BlendSpaceName}'"), Args), this);
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}
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else
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtFullTitle", "{BlendSpaceName}\nLookAt AimOffset"), Args), this);
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}
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}
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return CachedNodeTitles[TitleType];
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}
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void UAnimGraphNode_AimOffsetLookAt::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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struct GetMenuActions_Utils
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{
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static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpace> BlendSpace)
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{
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UAnimGraphNode_AimOffsetLookAt* BlendSpaceNode = CastChecked<UAnimGraphNode_AimOffsetLookAt>(NewNode);
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BlendSpaceNode->Node.SetBlendSpace(BlendSpace.Get());
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}
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static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpace* BlendSpace)
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{
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UBlueprintNodeSpawner* NodeSpawner = nullptr;
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bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
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BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
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if (bIsAimOffset)
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{
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NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
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check(NodeSpawner != nullptr);
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TWeakObjectPtr<UBlendSpace> BlendSpacePtr = MakeWeakObjectPtr(const_cast<UBlendSpace*>(BlendSpace));
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
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}
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return NodeSpawner;
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}
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};
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if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
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{
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if (const UBlendSpace* TargetBlendSpace = Cast<UBlendSpace>(RegistrarTarget))
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{
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if(TargetBlendSpace->IsAsset())
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{
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if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
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{
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ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
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}
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}
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}
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// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
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}
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else
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{
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UClass* NodeClass = GetClass();
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for (TObjectIterator<UBlendSpace> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
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{
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UBlendSpace* BlendSpace = *BlendSpaceIt;
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if(BlendSpace->IsAsset())
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{
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if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
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{
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ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
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}
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}
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}
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}
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}
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FBlueprintNodeSignature UAnimGraphNode_AimOffsetLookAt::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddSubObject(Node.GetBlendSpace());
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return NodeSignature;
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}
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void UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
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{
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Node.SetBlendSpace(BlendSpace);
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}
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}
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void UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
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{
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BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
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}
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if (!BlendSpaceToCheck)
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{
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// we may have a connected node
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if (BlendSpacePin == nullptr || BlendSpacePin->LinkedTo.Num() == 0)
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{
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MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
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}
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}
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else if (Cast<UAimOffsetBlendSpace>(BlendSpaceToCheck) == nullptr &&
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Cast<UAimOffsetBlendSpace1D>(BlendSpaceToCheck) == nullptr)
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{
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MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
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}
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else
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{
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const USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
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if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!ForSkeleton->IsCompatible(BlendSpaceSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses an incompatible skeleton @@"), this, BlendSpaceSkeleton);
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}
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// Make sure that the source socket name is a valid one for the skeleton
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UEdGraphPin* SocketNamePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, SourceSocketName));
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FName SocketNameToCheck = (SocketNamePin != nullptr) ? FName(*SocketNamePin->DefaultValue) : Node.SourceSocketName;
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// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus the socket name check is invalid UE-39499 (NEED FIX)
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if (BlendSpaceSkeleton && !BlendSpaceSkeleton->HasAnyFlags(RF_NeedPostLoad))
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{
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const bool bValidValue = SocketNamePin == nullptr && BlendSpaceSkeleton->FindSocket(Node.SourceSocketName);
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const bool bValidPinValue = SocketNamePin != nullptr && BlendSpaceSkeleton->FindSocket(FName(*SocketNamePin->DefaultValue));
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const bool bValidConnectedPin = SocketNamePin != nullptr && SocketNamePin->LinkedTo.Num();
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if (!bValidValue && !bValidPinValue && !bValidConnectedPin)
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("SocketName"), FText::FromName(SocketNameToCheck));
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const FText Msg = FText::Format(LOCTEXT("SocketNameNotFound", "@@ - Socket {SocketName} not found in Skeleton"), Args);
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MessageLog.Error(*Msg.ToString(), this);
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}
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}
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}
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if (UAnimationSettings::Get()->bEnablePerformanceLog)
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{
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if (Node.LODThreshold < 0)
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{
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MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
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}
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}
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if(FMath::IsNearlyZero(Node.SocketAxis.SizeSquared()))
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{
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MessageLog.Error(TEXT("Socket axis for node @@ is zero."), this);
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}
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}
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void UAnimGraphNode_AimOffsetLookAt::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 single frame
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{
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FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
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Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToAimOffsetSimple);
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}
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}
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}
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void UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
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{
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if (Node.GetBlendSpace())
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{
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HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
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}
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}
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void UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
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{
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HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
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}
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void UAnimGraphNode_AimOffsetLookAt::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
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{
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Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
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// Hide input pins that are not relevant for this child class.
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UBlendSpace * BlendSpace = GetBlendSpace();
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if (BlendSpace != NULL)
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{
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if ((SourcePropertyName == TEXT("X")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(0).DisplayName)))
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{
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Pin->bHidden = true;
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}
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if ((SourcePropertyName == TEXT("Y")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(1).DisplayName)))
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{
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Pin->bHidden = true;
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}
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if ((SourcePropertyName == TEXT("Z")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(2).DisplayName)))
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{
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Pin->bHidden = true;
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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