You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Refactored tick record sync into utility structure - FAnimSync. This improves the odd API around tick records, better encapsulating functionality and leaving less for the caller to get wrong. This will also eventually allow this to be refactored out into a scriptable pipeline stage. Added sync node and scoped sync message for new 'graph based sync'. Nodes that subscribe to graph-based-sync determine their sync group based on the scope that they are in. Removed 4.26-style sync scopes - pushed all syncing up to the main anim instance. Linked anim instances no longer sync their own tick records. To make graph based sync more useful, surfaced graph attributes and their visualizations as labels on pins and parallel wires to visualize flow. This involves statically determining the attribute flow of the graph at compile time. Added a new compiler handler to deal with this new debug data. Updated a lot of nodes to specify their attributes so graph flow can be correctly visualized. Added tracing of attributes and sync records and visualization of traced records when debugging the anim graph. #rb Jurre.deBaare, Martin.Wilson [CL 14998555 by Thomas Sarkanen in ue5-main branch]
42 lines
1.7 KiB
C++
42 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "BlueprintConnectionDrawingPolicy.h"
|
|
#include "AnimationPins/SGraphPinPose.h"
|
|
|
|
class FSlateWindowElementList;
|
|
class UEdGraph;
|
|
|
|
/////////////////////////////////////////////////////
|
|
// FAnimGraphConnectionDrawingPolicy
|
|
|
|
// This class draws the connections for an UEdGraph with an animation schema
|
|
class FAnimGraphConnectionDrawingPolicy : public FKismetConnectionDrawingPolicy
|
|
{
|
|
public:
|
|
// Constructor
|
|
FAnimGraphConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj);
|
|
|
|
// FKismetConnectionDrawingPolicy interface
|
|
virtual bool TreatWireAsExecutionPin(UEdGraphPin* InputPin, UEdGraphPin* OutputPin) const override;
|
|
virtual void BuildExecutionRoadmap() override;
|
|
virtual void DetermineStyleOfExecWire(float& Thickness, FLinearColor& WireColor, bool& bDrawBubbles, const FTimePair& Times) override;
|
|
virtual void DrawConnection(int32 LayerId, const FVector2D& Start, const FVector2D& End, const FConnectionParams& Params) override;
|
|
virtual void BuildPinToPinWidgetMap(TMap<TSharedRef<SWidget>, FArrangedWidget>& InPinGeometries) override;
|
|
virtual void ApplyHoverDeemphasis(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ float& Thickness, /*inout*/ FLinearColor& WireColor) override;
|
|
// End of FKismetConnectionDrawingPolicy interface
|
|
|
|
private:
|
|
// Map to cached attribute array on the node
|
|
TMap<UEdGraphPin*, TArrayView<const SGraphPinPose::FAttributeInfo>> PinAttributes;
|
|
|
|
// Handle to compilation delegate
|
|
FDelegateHandle OnBlueprintCompiledHandle;
|
|
|
|
// Zoom level of the current panel
|
|
float PanelZoom;
|
|
};
|
|
|