Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequenceEvaluator.cpp
Thomas Sarkanen 16eee0289d Anim node data/compiler refactor
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]
2021-04-22 04:57:09 -04:00

224 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_SequenceEvaluator.h"
#include "ToolMenus.h"
#include "Kismet2/CompilerResultsLog.h"
#include "AnimGraphCommands.h"
#include "Animation/AnimComposite.h"
#include "Animation/AnimSequence.h"
#include "AnimGraphNode_SequenceEvaluator.h"
#include "IAnimBlueprintNodeOverrideAssetsContext.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_SequenceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
{
PreloadObject(Node.GetSequence());
Super::PreloadRequiredAssets();
}
void UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
}
void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if(Node.GetSequence())
{
HandleAnimReferenceCollection(Node.Sequence, AnimationAssets);
}
}
void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap);
}
FText UAnimGraphNode_SequenceEvaluator::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const
{
const FText SequenceName = FText::FromString(InSequence->GetName());
FFormatNamedArguments Args;
Args.Add(TEXT("SequenceName"), SequenceName);
// FText::Format() is slow, so we cache this to save on performance
if (InSequence->IsValidAdditive())
{
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args), this);
}
else
{
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args), this);
}
return CachedNodeTitle;
}
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UAnimSequenceBase* Sequence = Node.GetSequence();
if (Sequence == nullptr)
{
// we may have a valid variable connected or default pin value
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
if (SequencePin && SequencePin->LinkedTo.Num() > 0)
{
return LOCTEXT("EvaluateSequence_TitleVariable", "Evaluate Animation Sequence");
}
else if (SequencePin && SequencePin->DefaultObject != nullptr)
{
return GetNodeTitleForSequence(TitleType, CastChecked<UAnimSequenceBase>(SequencePin->DefaultObject));
}
else
{
return LOCTEXT("EvaluateSequence_TitleNONE", "Evaluate (None)");
}
}
// @TODO: don't know enough about this node type to comfortably assert that
// the CacheName won't change after the node has spawned... until
// then, we'll leave this optimization off
else //if (CachedNodeTitle.IsOutOfDate(this))
{
GetNodeTitleForSequence(TitleType, Sequence);
}
return CachedNodeTitle;
}
void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu.
}
void UAnimGraphNode_SequenceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UAnimSequenceBase* Seq = Cast<UAnimSequence>(Asset))
{
Node.SetSequence(Seq);
}
}
void UAnimGraphNode_SequenceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
{
if(InContext.GetAssets().Num() > 0)
{
if (UAnimSequenceBase* Sequence = Cast<UAnimSequenceBase>(InContext.GetAssets()[0]))
{
FAnimNode_SequenceEvaluator& AnimNode = InContext.GetAnimNode<FAnimNode_SequenceEvaluator>();
AnimNode.SetSequence(Sequence);
}
}
}
void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UAnimSequenceBase* SequenceToCheck = Node.GetSequence();
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
if (SequencePin != nullptr && SequenceToCheck == nullptr)
{
SequenceToCheck = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
}
if (SequenceToCheck == nullptr)
{
// Check for bindings
bool bHasBinding = false;
if(SequencePin != nullptr)
{
if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(SequencePin->GetFName()))
{
bHasBinding = true;
}
}
// we may have a connected node or binding
if (SequencePin == nullptr || (SequencePin->LinkedTo.Num() == 0 && !bHasBinding))
{
MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
}
}
else
{
USkeleton* SeqSkeleton = SequenceToCheck->GetSkeleton();
if (SeqSkeleton && // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!ForSkeleton->IsCompatible(SeqSkeleton))
{
MessageLog.Error(TEXT("@@ references sequence that uses an incompatible skeleton @@"), this, SeqSkeleton);
}
}
}
void UAnimGraphNode_SequenceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to a regular sequence player
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToSeqPlayer);
}
}
}
bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
{
UAnimSequenceBase* Sequence = Node.GetSequence();
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
if (SequencePin != nullptr && Sequence == nullptr)
{
Sequence = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
}
return Sequence;
}
const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
{
return TEXT("ExplicitTime");
}
UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_SequenceEvaluator::StaticStruct();
}
EAnimAssetHandlerType UAnimGraphNode_SequenceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
{
return EAnimAssetHandlerType::Supported;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE