Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Phillip Kavan f64e3e18d7 Some minor refactoring to assist with auto-importing external type object dependency namespaces into the Blueprint editor context in response to user actions.
Change summary:
- Moved base definition of UK2Node::HasExternalDependencies() up one level to UEdGraphNode (to avoid blind casts in a context where we may not necessarily have a UK2Node subtype).
- Updated subtype headers that override HasExternalDependencies() to relocate the declaration into the class declaration's 'UEdGraphNode overrides' section (for clarity).
- Reverted previous UBlueprintNodeSpawner::ImportTarget solution in favor of using node dependencies; this allows auto-import actions to scale more easily to all existing node subtypes and avoids data duplication.
- Modified SBlueprintActionMenu::OnActionSelected() to utilize the new method for determining which namespace(s) to auto-import after executing a node spawner action in response to a context menu item selection (UE-146803).
- Reverted FBlueprintNamespaceUtilities::GetPropertyValueNamespaces() back to its original 5.0 signature so that it uses a TSet<FString> for the output rather than a TArray<FString>; this fits in better with input to other APIs.
- Renamed FBlueprintEditor::FImportNamespaceParameters to FImportNamespaceExParameters (for clarity).
- Changed the 'FBlueprintEditor::FImportNamespaceParameters::AdditionalNamespaces' member to a TSet<FString> containing *all* namespaces to import rather than limiting to only additional ones.
- Reverted FBlueprintEditor::ImportNamespace() back to its original 5.0 signature and added/implemented FBlueprintEditor::ImportNamespaceEx() as the "extended" version that allows for batched imports and future customizations.
- Revised existing FBlueprintEditor::ImportNamespace() call sites to utilize and/or conform to the extended ImportNamespaceEx() API where appropriate.

#jira UE-146803
#rb Benjamin.Fox
#preflight 623cf3a433709ff50128e8d4

[CL 19505118 by Phillip Kavan in ue5-main branch]
2022-03-24 19:50:46 -04:00

130 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_LinkedInputPose.h"
#include "Engine/MemberReference.h"
#include "IClassVariableCreator.h"
#include "AnimGraphNode_LinkedInputPose.generated.h"
class SEditableTextBox;
/** Required info for reconstructing a manually specified pin */
USTRUCT()
struct FAnimBlueprintFunctionPinInfo
{
GENERATED_BODY()
FAnimBlueprintFunctionPinInfo()
: Name(NAME_None)
{
Type.ResetToDefaults();
}
FAnimBlueprintFunctionPinInfo(const FName& InName, const FEdGraphPinType& InType)
: Name(InName)
, Type(InType)
{
}
/** The name of this parameter */
UPROPERTY(EditAnywhere, Category = "Inputs")
FName Name;
/** The type of this parameter */
UPROPERTY(EditAnywhere, Category = "Inputs")
FEdGraphPinType Type;
};
UCLASS()
class ANIMGRAPH_API UAnimGraphNode_LinkedInputPose : public UAnimGraphNode_Base, public IClassVariableCreator
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Inputs")
FAnimNode_LinkedInputPose Node;
UPROPERTY(EditAnywhere, Category = "Inputs")
TArray<FAnimBlueprintFunctionPinInfo> Inputs;
/** Reference to the stub function we use to build our parameters */
UPROPERTY()
FMemberReference FunctionReference;
/** The index of the input pose, used alongside FunctionReference to build parameters */
UPROPERTY()
int32 InputPoseIndex;
UAnimGraphNode_LinkedInputPose();
/** UObject interface */
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
/** IClassVariableCreator interface */
virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
/** UEdGraphNode interface */
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool CanUserDeleteNode() const override;
virtual bool CanDuplicateNode() const override;
virtual void AllocateDefaultPins() override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void PostPlacedNewNode() override;
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
virtual bool HasExternalDependencies(TArray<UStruct*>* OptionalOutput) const override;
/** UK2Node interface */
virtual void ExpandNode(class FKismetCompilerContext& InCompilerContext, UEdGraph* InSourceGraph) override;
/** UAnimGraphNode_Base interface */
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
virtual bool ShouldShowAttributesOnPins() const override { return false; }
virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
/** Make a name widget for this linked input pose node */
TSharedRef<SWidget> MakeNameWidget(IDetailLayoutBuilder& DetailBuilder);
/** @return whether this node is editable. Non-editable nodes are implemented from function interfaces */
bool IsEditable() const { return CanUserDeleteNode(); }
/** @return the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference. */
int32 GetNumInputs() const;
/** Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions */
void PromoteFromInterfaceOverride();
/** Conform input pose name according to function */
void ConformInputPoseName();
/** Validate pose index against the function reference (used to determine whether we should exist or not) */
bool ValidateAgainstFunctionReference() const;
/** Helper function for iterating stub function parameters */
void IterateFunctionParameters(TFunctionRef<void(const FName&, const FEdGraphPinType&)> InFunc) const;
private:
// Helper function for common code in AllocateDefaultPins and ReallocatePinsDuringReconstruction
void AllocatePinsInternal();
/** Create pins from the user-defined Inputs array */
void CreateUserDefinedPins();
/** Create pins from the stub function FunctionReference */
void CreatePinsFromStubFunction(const UFunction* Function);
private:
/** UI helper functions */
void HandleInputPoseArrayChanged();
void HandleInputPinArrayChanged();
};
UE_DEPRECATED(4.24, "UAnimGraphNode_SubInput has been renamed to UAnimGraphNode_LinkedInputPose")
typedef UAnimGraphNode_LinkedInputPose UAnimGraphNode_SubInput;