Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_PoseHandler.cpp
Thomas Sarkanen 73c773c260 Fix error reporting for dynamic values that are not exposed on pins
#rb Jurre.deBaare

[CL 16739973 by Thomas Sarkanen in ue5-main branch]
2021-06-22 04:45:40 -04:00

60 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_PoseHandler.h"
#include "Animation/PoseAsset.h"
#include "AnimNodes/AnimNode_PoseHandler.h"
#include "Kismet2/CompilerResultsLog.h"
#include "IAnimBlueprintNodeOverrideAssetsContext.h"
UAnimGraphNode_PoseHandler::UAnimGraphNode_PoseHandler(const FObjectInitializer& ObjectInitializer)
:Super(ObjectInitializer)
{
}
void UAnimGraphNode_PoseHandler::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
ValidateAnimNodeDuringCompilationHelper(ForSkeleton, MessageLog, GetPoseHandlerNode()->PoseAsset, UPoseAsset::StaticClass(), FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset)), GET_MEMBER_NAME_CHECKED(FAnimNode_PoseHandler, PoseAsset));
}
void UAnimGraphNode_PoseHandler::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UPoseAsset* PoseAsset = Cast<UPoseAsset>(Asset))
{
GetPoseHandlerNode()->PoseAsset = PoseAsset;
}
}
void UAnimGraphNode_PoseHandler::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
{
if(InContext.GetAssets().Num() > 0)
{
if (UPoseAsset* PoseAsset = Cast<UPoseAsset>(InContext.GetAssets()[0]))
{
FAnimNode_PoseHandler& AnimNode = InContext.GetAnimNode<FAnimNode_PoseHandler>();
AnimNode.SetPoseAsset(PoseAsset);
}
}
}
void UAnimGraphNode_PoseHandler::PreloadRequiredAssets()
{
PreloadObject(GetPoseHandlerNode()->PoseAsset);
Super::PreloadRequiredAssets();
}
UAnimationAsset* UAnimGraphNode_PoseHandler::GetAnimationAsset() const
{
UPoseAsset* PoseAsset = GetPoseHandlerNode()->PoseAsset;
UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
if (PoseAssetPin != nullptr && PoseAsset == nullptr)
{
PoseAsset = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
}
return PoseAsset;
}