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Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant. Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it. Functions are displayed on the node if bound, and in the details panel. Added a new override point to FAnimSubsystemInstance to allow for WT init. Moved FMemberReference customization into a public header so it can be used on anim node functions. Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them. Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly). Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code. A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation). Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied #rb Jurre.deBaare,Aaron.Cox #ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
124 lines
4.2 KiB
C++
124 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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class FCompilerResultsLog;
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class UAnimBlueprint;
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// Interface passed to CopyTermDefaults delegate
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class IAnimBlueprintCopyTermDefaultsContext
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{
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public:
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virtual ~IAnimBlueprintCopyTermDefaultsContext() = default;
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// Get the message log for the current compilation
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FCompilerResultsLog& GetMessageLog() const { return GetMessageLogImpl(); }
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// Get the currently-compiled anim blueprint
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const UAnimBlueprint* GetAnimBlueprint() const { return GetAnimBlueprintImpl(); }
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protected:
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// Get the message log for the current compilation
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virtual FCompilerResultsLog& GetMessageLogImpl() const = 0;
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// Get the currently-compiled anim blueprint
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virtual const UAnimBlueprint* GetAnimBlueprintImpl() const = 0;
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};
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// Interface passed to per-node CopyTermDefaults override point
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class IAnimBlueprintNodeCopyTermDefaultsContext
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{
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public:
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virtual ~IAnimBlueprintNodeCopyTermDefaultsContext() = default;
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// Get the CDO that we are writing to
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UObject* GetClassDefaultObject() const { return GetClassDefaultObjectImpl(); }
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// Get the property that we are writing to
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const FProperty* GetTargetProperty() const { return GetTargetPropertyImpl(); }
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// Get the destination ptr (the node) that we are writing to
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uint8* GetDestinationPtr() const { return GetDestinationPtrImpl(); }
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// Get the source ptr (the node in the anim graph node) that we are reading from
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const uint8* GetSourcePtr() const { return GetSourcePtrImpl(); }
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// Get the property index for this node
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int32 GetNodePropertyIndex() const { return GetNodePropertyIndexImpl(); }
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// Get the source node cast to the correct type
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template <typename NodeType>
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const NodeType& GetSourceNode() const
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{
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const FStructProperty* TargetProperty = CastFieldChecked<FStructProperty>(GetTargetProperty());
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check(TargetProperty->Struct->IsChildOf(NodeType::StaticStruct()));
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return *reinterpret_cast<const NodeType*>(GetSourcePtr());
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}
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// Get the destination node cast to the correct type
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template <typename NodeType>
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NodeType& GetDestinationNode() const
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{
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const FStructProperty* TargetProperty = CastFieldChecked<FStructProperty>(GetTargetProperty());
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check(TargetProperty->Struct->IsChildOf(NodeType::StaticStruct()));
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return *reinterpret_cast<NodeType*>(GetDestinationPtr());
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}
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protected:
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// Get the CDO that we are writing to
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virtual UObject* GetClassDefaultObjectImpl() const = 0;
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// Get the property that we are writing to
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virtual const FProperty* GetTargetPropertyImpl() const = 0;
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// Get the destination ptr (the node) that we are writing to
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virtual uint8* GetDestinationPtrImpl() const = 0;
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// Get the source ptr (the node in the anim graph node) that we are reading from
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virtual const uint8* GetSourcePtrImpl() const = 0;
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// Get the property index for this node
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virtual int32 GetNodePropertyIndexImpl() const = 0;
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};
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// Interface passed to per-extension CopyTermDefaults override point
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class IAnimBlueprintExtensionCopyTermDefaultsContext
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{
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public:
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virtual ~IAnimBlueprintExtensionCopyTermDefaultsContext() = default;
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// Get the CDO that we are writing to
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UObject* GetClassDefaultObject() const { return GetClassDefaultObjectImpl(); }
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// Get the property that we are writing to
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const FProperty* GetTargetProperty() const { return GetTargetPropertyImpl(); }
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// Get the destination ptr (the node) that we are writing to
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uint8* GetDestinationPtr() const { return GetDestinationPtrImpl(); }
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// Get the source ptr (the node in the anim graph node) that we are reading from
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const uint8* GetSourcePtr() const { return GetSourcePtrImpl(); }
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// Get the property index for this node
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int32 GetNodePropertyIndex() const { return GetNodePropertyIndexImpl(); }
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protected:
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// Get the CDO that we are writing to
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virtual UObject* GetClassDefaultObjectImpl() const = 0;
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// Get the property that we are writing to
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virtual const FProperty* GetTargetPropertyImpl() const = 0;
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// Get the destination ptr (the node) that we are writing to
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virtual uint8* GetDestinationPtrImpl() const = 0;
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// Get the source ptr (the node in the anim graph node) that we are reading from
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virtual const uint8* GetSourcePtrImpl() const = 0;
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// Get the property index for this node
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virtual int32 GetNodePropertyIndexImpl() const = 0;
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};
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