Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/AnimationEditorUtils.cpp
robert manuszewski d1443992e1 Deprecating ANY_PACKAGE.
This change consists of multiple changes:

Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used  in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values

AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes

Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names

#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32

#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00

1058 lines
34 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationEditorUtils.h"
#include "Framework/Commands/UIAction.h"
#include "Textures/SlateIcon.h"
#include "Misc/MessageDialog.h"
#include "Misc/FeedbackContext.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Layout/SSeparator.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Layout/SUniformGridPanel.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Widgets/Input/SEditableTextBox.h"
#include "Widgets/Input/SButton.h"
#include "Styling/CoreStyle.h"
#include "Styling/AppStyle.h"
#include "Animation/AnimMontage.h"
#include "Animation/AnimBlueprint.h"
#include "Factories/AnimBlueprintFactory.h"
#include "Factories/AnimCompositeFactory.h"
#include "Factories/AnimMontageFactory.h"
#include "Factories/BlendSpaceFactory1D.h"
#include "Factories/AimOffsetBlendSpaceFactory1D.h"
#include "Factories/BlendSpaceFactoryNew.h"
#include "Factories/AimOffsetBlendSpaceFactoryNew.h"
#include "Engine/PoseWatch.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "Animation/AnimBoneCompressionSettings.h"
#include "Animation/AnimComposite.h"
#include "Animation/AnimCompress.h"
#include "Animation/BlendSpace.h"
#include "Animation/BlendSpace1D.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "AnimationGraph.h"
#include "AnimStateNodeBase.h"
#include "AnimStateTransitionNode.h"
#include "Animation/AnimNodeBase.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_StateMachineBase.h"
#include "AnimationStateMachineGraph.h"
#include "K2Node_Composite.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Interfaces/IMainFrameModule.h"
#define LOCTEXT_NAMESPACE "AnimationEditorUtils"
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Create Animation dialog to determine a newly created asset's name
///////////////////////////////////////////////////////////////////////////////
FText SCreateAnimationAssetDlg::LastUsedAssetPath;
void SCreateAnimationAssetDlg::Construct(const FArguments& InArgs)
{
AssetPath = FText::FromString(FPackageName::GetLongPackagePath(InArgs._DefaultAssetPath.ToString()));
AssetName = FText::FromString(FPackageName::GetLongPackageAssetName(InArgs._DefaultAssetPath.ToString()));
if (AssetPath.IsEmpty())
{
AssetPath = LastUsedAssetPath;
}
else
{
LastUsedAssetPath = AssetPath;
}
FPathPickerConfig PathPickerConfig;
PathPickerConfig.DefaultPath = AssetPath.ToString();
PathPickerConfig.OnPathSelected = FOnPathSelected::CreateSP(this, &SCreateAnimationAssetDlg::OnPathChange);
PathPickerConfig.bAddDefaultPath = true;
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
SWindow::Construct(SWindow::FArguments()
.Title(LOCTEXT("SCreateAnimationAssetDlg_Title", "Create a New Animation Asset"))
.SupportsMinimize(false)
.SupportsMaximize(false)
//.SizingRule( ESizingRule::Autosized )
.ClientSize(FVector2D(450, 450))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot() // Add user input block
.Padding(2)
[
SNew(SBorder)
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("SelectPath", "Select Path to create animation"))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 14))
]
+ SVerticalBox::Slot()
.FillHeight(1)
.Padding(3)
[
ContentBrowserModule.Get().CreatePathPicker(PathPickerConfig)
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SSeparator)
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(0, 0, 10, 0)
.VAlign(VAlign_Center)
[
SNew(STextBlock)
.Text(LOCTEXT("AnimationName", "Animation Name"))
]
+ SHorizontalBox::Slot()
[
SNew(SEditableTextBox)
.Text(AssetName)
.OnTextCommitted(this, &SCreateAnimationAssetDlg::OnNameChange)
.MinDesiredWidth(250)
]
]
]
]
+ SVerticalBox::Slot()
.AutoHeight()
.HAlign(HAlign_Right)
.Padding(5)
[
SNew(SUniformGridPanel)
.SlotPadding(FAppStyle::GetMargin("StandardDialog.SlotPadding"))
.MinDesiredSlotWidth(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotWidth"))
.MinDesiredSlotHeight(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotHeight"))
+ SUniformGridPanel::Slot(0, 0)
[
SNew(SButton)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.Text(LOCTEXT("OK", "OK"))
.OnClicked(this, &SCreateAnimationAssetDlg::OnButtonClick, EAppReturnType::Ok)
]
+ SUniformGridPanel::Slot(1, 0)
[
SNew(SButton)
.HAlign(HAlign_Center)
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
.Text(LOCTEXT("Cancel", "Cancel"))
.OnClicked(this, &SCreateAnimationAssetDlg::OnButtonClick, EAppReturnType::Cancel)
]
]
]);
}
void SCreateAnimationAssetDlg::OnNameChange(const FText& NewName, ETextCommit::Type CommitInfo)
{
AssetName = NewName;
}
void SCreateAnimationAssetDlg::OnPathChange(const FString& NewPath)
{
AssetPath = FText::FromString(NewPath);
LastUsedAssetPath = AssetPath;
}
FReply SCreateAnimationAssetDlg::OnButtonClick(EAppReturnType::Type ButtonID)
{
UserResponse = ButtonID;
if (ButtonID != EAppReturnType::Cancel)
{
if (!ValidatePackage())
{
// reject the request
return FReply::Handled();
}
}
RequestDestroyWindow();
return FReply::Handled();
}
/** Ensures supplied package name information is valid */
bool SCreateAnimationAssetDlg::ValidatePackage()
{
FText Reason;
FString FullPath = GetFullAssetPath();
if (!FPackageName::IsValidLongPackageName(FullPath, false, &Reason)
|| !FName(*AssetName.ToString()).IsValidObjectName(Reason))
{
FMessageDialog::Open(EAppMsgType::Ok, Reason);
return false;
}
return true;
}
EAppReturnType::Type SCreateAnimationAssetDlg::ShowModal()
{
GEditor->EditorAddModalWindow(SharedThis(this));
return UserResponse;
}
FString SCreateAnimationAssetDlg::GetAssetPath()
{
return AssetPath.ToString();
}
FString SCreateAnimationAssetDlg::GetAssetName()
{
return AssetName.ToString();
}
FString SCreateAnimationAssetDlg::GetFullAssetPath()
{
return AssetPath.ToString() + "/" + AssetName.ToString();
}
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
// Dialog to prompt user to select an animation compression settings asset.
/////////////////////////////////////////////////////
SAnimationCompressionSelectionDialog::SAnimationCompressionSelectionDialog()
: bValidAssetChosen(false)
{}
SAnimationCompressionSelectionDialog::~SAnimationCompressionSelectionDialog()
{}
void SAnimationCompressionSelectionDialog::SetOnAssetSelected(const FOnAssetSelected& InHandler)
{
OnAssetSelectedHandler = InHandler;
}
void SAnimationCompressionSelectionDialog::DoSelectAsset(const FAssetData& SelectedAsset)
{
bValidAssetChosen = true;
OnAssetSelectedHandler.ExecuteIfBound(SelectedAsset);
CloseDialog();
}
FReply SAnimationCompressionSelectionDialog::OnConfirmClicked()
{
TArray<FAssetData> SelectedAssets = GetCurrentSelectionDelegate.Execute();
if (SelectedAssets.Num() > 0)
{
DoSelectAsset(SelectedAssets[0]);
}
return FReply::Handled();
}
FReply SAnimationCompressionSelectionDialog::OnCancelClicked()
{
CloseDialog();
return FReply::Handled();
}
void SAnimationCompressionSelectionDialog::CloseDialog()
{
TSharedPtr<SWindow> ContainingWindow = FSlateApplication::Get().FindWidgetWindow(AsShared());
if (ContainingWindow.IsValid())
{
ContainingWindow->RequestDestroyWindow();
}
}
void SAnimationCompressionSelectionDialog::OnAssetSelected(const FAssetData& AssetData)
{
CurrentlySelectedAssets = GetCurrentSelectionDelegate.Execute();
}
void SAnimationCompressionSelectionDialog::OnAssetsActivated(const TArray<FAssetData>& SelectedAssets, EAssetTypeActivationMethod::Type ActivationType)
{
const bool bCorrectActivationMethod = ActivationType == EAssetTypeActivationMethod::DoubleClicked || ActivationType == EAssetTypeActivationMethod::Opened;
if (SelectedAssets.Num() > 0 && bCorrectActivationMethod)
{
DoSelectAsset(SelectedAssets[0]);
}
}
bool SAnimationCompressionSelectionDialog::IsConfirmButtonEnabled() const
{
return CurrentlySelectedAssets.Num() > 0;
}
void SAnimationCompressionSelectionDialog::Construct(const FArguments& InArgs, const FAnimationCompressionSelectionDialogConfig& InConfig)
{
FAssetPickerConfig AssetPickerConfig;
AssetPickerConfig.Filter.ClassPaths.Push(UAnimBoneCompressionSettings::StaticClass()->GetClassPathName());
AssetPickerConfig.Filter.bRecursiveClasses = true;
AssetPickerConfig.InitialAssetViewType = EAssetViewType::List;
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateSP(this, &SAnimationCompressionSelectionDialog::OnAssetSelected);
AssetPickerConfig.OnAssetsActivated = FOnAssetsActivated::CreateSP(this, &SAnimationCompressionSelectionDialog::OnAssetsActivated);
AssetPickerConfig.GetCurrentSelectionDelegates.Add(&GetCurrentSelectionDelegate);
AssetPickerConfig.SaveSettingsName = TEXT("AnimationCompressionSelectionDialog");
AssetPickerConfig.bCanShowFolders = false;
AssetPickerConfig.bCanShowDevelopersFolder = true;
AssetPickerConfig.bAllowNullSelection = false;
AssetPickerConfig.bAllowDragging = false;
AssetPickerConfig.SelectionMode = ESelectionMode::Single;
AssetPickerConfig.bFocusSearchBoxWhenOpened = true;
AssetPickerConfig.InitialAssetSelection = InConfig.DefaultSelectedAsset != nullptr ? InConfig.DefaultSelectedAsset : FAnimationUtils::GetDefaultAnimationBoneCompressionSettings();
AssetPickerConfig.bForceShowEngineContent = true;
if (AssetPickerConfig.InitialAssetSelection.IsValid())
{
CurrentlySelectedAssets.Add(AssetPickerConfig.InitialAssetSelection);
}
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
AssetPicker = ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig);
// The root widget in this dialog.
TSharedRef<SVerticalBox> MainVerticalBox = SNew(SVerticalBox);
// Asset view
MainVerticalBox->AddSlot()
.FillHeight(1)
.Padding(0, 0, 0, 4)
[
SNew(SSplitter)
+ SSplitter::Slot()
.Value(0.75f)
[
SNew(SBorder)
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
[
AssetPicker.ToSharedRef()
]
]
];
// Buttons and asset name
TSharedRef<SHorizontalBox> ButtonsAndNameBox = SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.HAlign(HAlign_Right)
.VAlign(VAlign_Bottom)
.Padding(4, 3)
[
SNew(SButton)
.Text(LOCTEXT("AnimationCompressionSelectionDialogSelectButton", "Select"))
.ContentPadding(FMargin(8, 2, 8, 2))
.IsEnabled(this, &SAnimationCompressionSelectionDialog::IsConfirmButtonEnabled)
.OnClicked(this, &SAnimationCompressionSelectionDialog::OnConfirmClicked)
]
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Bottom)
.Padding(4, 3)
[
SNew(SButton)
.ContentPadding(FMargin(8, 2, 8, 2))
.Text(LOCTEXT("AnimationCompressionSelectionDialogCancelButton", "Cancel"))
.OnClicked(this, &SAnimationCompressionSelectionDialog::OnCancelClicked)
];
MainVerticalBox->AddSlot()
.AutoHeight()
.HAlign(HAlign_Right)
.Padding(0)
[
ButtonsAndNameBox
];
ChildSlot
[
MainVerticalBox
];
}
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
// Animation editor utility functions
/////////////////////////////////////////////////////
namespace AnimationEditorUtils
{
FAssetData CreateModalAnimationCompressionSelectionDialog(const FAnimationCompressionSelectionDialogConfig& InConfig)
{
struct FModalResult
{
void OnAssetSelected(const FAssetData& SelectedAsset)
{
SavedResult = SelectedAsset;
}
FAssetData SavedResult;
};
FModalResult ModalWindowResult;
auto OnAssetSelectedDelegate = SAnimationCompressionSelectionDialog::FOnAssetSelected::CreateRaw(&ModalWindowResult, &FModalResult::OnAssetSelected);
TSharedRef<SAnimationCompressionSelectionDialog> Dialog = SNew(SAnimationCompressionSelectionDialog, InConfig);
Dialog->SetOnAssetSelected(OnAssetSelectedDelegate);
const FVector2D DefaultWindowSize(400.0f, 500.0f);
const FVector2D WindowSize = InConfig.WindowSizeOverride.IsZero() ? DefaultWindowSize : InConfig.WindowSizeOverride;
const FText WindowTitle = InConfig.DialogTitleOverride.IsEmpty() ? LOCTEXT("GenericAnimationCompressionSelectionDialogWindowHeader", "Select compression settings") : InConfig.DialogTitleOverride;
TSharedRef<SWindow> DialogWindow =
SNew(SWindow)
.Title(WindowTitle)
.ClientSize(WindowSize);
DialogWindow->SetContent(Dialog);
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
if (MainFrameParentWindow.IsValid())
{
FSlateApplication::Get().AddModalWindow(DialogWindow, MainFrameParentWindow.ToSharedRef());
}
return ModalWindowResult.SavedResult;
}
/** Creates a unique package and asset name taking the form InBasePackageName+InSuffix */
void CreateUniqueAssetName(const FString& InBasePackageName, const FString& InSuffix, FString& OutPackageName, FString& OutAssetName)
{
FAssetToolsModule& AssetToolsModule = FModuleManager::Get().LoadModuleChecked<FAssetToolsModule>("AssetTools");
AssetToolsModule.Get().CreateUniqueAssetName(InBasePackageName, InSuffix, OutPackageName, OutAssetName);
}
void CreateAnimationAssets(const TArray<TWeakObjectPtr<UObject>>& SkeletonsOrSkeletalMeshes, TSubclassOf<UAnimationAsset> AssetClass, const FString& InPrefix, FAnimAssetCreated AssetCreated, UObject* NameBaseObject /*= nullptr*/, bool bDoNotShowNameDialog /*= false*/)
{
TArray<UObject*> ObjectsToSync;
for(auto SkelIt = SkeletonsOrSkeletalMeshes.CreateConstIterator(); SkelIt; ++SkelIt)
{
USkeletalMesh* SkeletalMesh = nullptr;
USkeleton* Skeleton = Cast<USkeleton>(SkelIt->Get());
if (Skeleton == nullptr)
{
SkeletalMesh = CastChecked<USkeletalMesh>(SkelIt->Get());
Skeleton = SkeletalMesh->GetSkeleton();
}
if(Skeleton)
{
FString Name;
FString PackageName;
FString AssetPath = (NameBaseObject)? NameBaseObject->GetOutermost()->GetName(): Skeleton->GetOutermost()->GetName();
// Determine an appropriate name
CreateUniqueAssetName(AssetPath, InPrefix, PackageName, Name);
if (bDoNotShowNameDialog == false)
{
// set the unique asset as a default name
TSharedRef<SCreateAnimationAssetDlg> NewAnimDlg =
SNew(SCreateAnimationAssetDlg)
.DefaultAssetPath(FText::FromString(PackageName));
// show a dialog to determine a new asset name
if (NewAnimDlg->ShowModal() == EAppReturnType::Cancel)
{
return;
}
PackageName = NewAnimDlg->GetFullAssetPath();
Name = NewAnimDlg->GetAssetName();
}
// Create the asset, and assign its skeleton
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
UAnimationAsset* NewAsset = Cast<UAnimationAsset>(AssetToolsModule.Get().CreateAsset(Name, FPackageName::GetLongPackagePath(PackageName), AssetClass, NULL));
if(NewAsset)
{
NewAsset->SetSkeleton(Skeleton);
if (SkeletalMesh)
{
NewAsset->SetPreviewMesh(SkeletalMesh);
}
NewAsset->MarkPackageDirty();
ObjectsToSync.Add(NewAsset);
}
}
}
if (AssetCreated.IsBound())
{
if (!AssetCreated.Execute(ObjectsToSync))
{
//Destroy the assets we just create
for (UObject* ObjectToDelete : ObjectsToSync)
{
// Notify the asset registry
FAssetRegistryModule::AssetDeleted(ObjectToDelete);
ObjectToDelete->ClearFlags(RF_Standalone | RF_Public);
ObjectToDelete->RemoveFromRoot();
ObjectToDelete->MarkAsGarbage();
}
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
}
}
}
void CreateNewAnimBlueprint(TArray<TWeakObjectPtr<UObject>> SkeletonsOrSkeletalMeshes, FAnimAssetCreated AssetCreated, bool bInContentBrowser)
{
const FString DefaultSuffix = TEXT("_AnimBlueprint");
if (SkeletonsOrSkeletalMeshes.Num() == 1)
{
USkeletalMesh* SkeletalMesh = nullptr;
USkeleton* Skeleton = Cast<USkeleton>(SkeletonsOrSkeletalMeshes[0].Get());
if (Skeleton == nullptr)
{
SkeletalMesh = CastChecked<USkeletalMesh>(SkeletonsOrSkeletalMeshes[0].Get());
Skeleton = SkeletalMesh->GetSkeleton();
}
if (Skeleton)
{
// Determine an appropriate name for inline-rename
FString Name;
FString PackageName;
CreateUniqueAssetName(Skeleton->GetOutermost()->GetName(), DefaultSuffix, PackageName, Name);
UAnimBlueprintFactory* Factory = NewObject<UAnimBlueprintFactory>();
Factory->TargetSkeleton = Skeleton;
Factory->PreviewSkeletalMesh = SkeletalMesh;
if (bInContentBrowser)
{
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().CreateNewAsset(Name, FPackageName::GetLongPackagePath(PackageName), UAnimBlueprint::StaticClass(), Factory);
}
else
{
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
UAnimBlueprint* NewAsset = CastChecked<UAnimBlueprint>(AssetToolsModule.Get().CreateAsset(Name, FPackageName::GetLongPackagePath(PackageName), UAnimBlueprint::StaticClass(), Factory));
if (NewAsset && AssetCreated.IsBound())
{
TArray<UObject*> NewObjects;
NewObjects.Add(NewAsset);
if (!AssetCreated.Execute(NewObjects))
{
//Destroy the assets we just create
for (UObject* ObjectToDelete : NewObjects)
{
ObjectToDelete->ClearFlags(RF_Standalone | RF_Public);
ObjectToDelete->RemoveFromRoot();
ObjectToDelete->MarkAsGarbage();
}
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
}
}
}
}
}
else
{
TArray<UObject*> AssetsToSync;
for (auto ObjIt = SkeletonsOrSkeletalMeshes.CreateConstIterator(); ObjIt; ++ObjIt)
{
USkeletalMesh* SkeletalMesh = nullptr;
USkeleton* Skeleton = Cast<USkeleton>(ObjIt->Get());
if (Skeleton == nullptr)
{
SkeletalMesh = CastChecked<USkeletalMesh>(ObjIt->Get());
Skeleton = SkeletalMesh->GetSkeleton();
}
if(Skeleton)
{
// Determine an appropriate name
FString Name;
FString PackageName;
CreateUniqueAssetName(Skeleton->GetOutermost()->GetName(), DefaultSuffix, PackageName, Name);
// Create the anim blueprint factory used to generate the asset
UAnimBlueprintFactory* Factory = NewObject<UAnimBlueprintFactory>();
Factory->TargetSkeleton = Skeleton;
Factory->PreviewSkeletalMesh = SkeletalMesh;
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
UObject* NewAsset = AssetToolsModule.Get().CreateAsset(Name, FPackageName::GetLongPackagePath(PackageName), UAnimBlueprint::StaticClass(), Factory);
if (NewAsset)
{
AssetsToSync.Add(NewAsset);
}
}
}
if (AssetCreated.IsBound())
{
if (!AssetCreated.Execute(AssetsToSync))
{
//Destroy the assets we just create
for (UObject* ObjectToDelete : AssetsToSync)
{
ObjectToDelete->ClearFlags(RF_Standalone | RF_Public);
ObjectToDelete->RemoveFromRoot();
ObjectToDelete->MarkAsGarbage();
}
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
}
}
}
}
bool CanCreateAssetOfType(const UClass* InClass)
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
return AssetTools.IsAssetClassSupported(InClass);
}
void FillCreateAssetMenu(FMenuBuilder& MenuBuilder, const TArray<TWeakObjectPtr<UObject>>& SkeletonsOrSkeletalMeshes, FAnimAssetCreated AssetCreated, bool bInContentBrowser)
{
MenuBuilder.BeginSection("CreateAnimAssets", LOCTEXT("CreateAnimAssetsMenuHeading", "Anim Assets"));
{
if(CanCreateAssetOfType(UAnimBlueprint::StaticClass()))
{
// only allow for content browser until we support multi assets so we can open new persona with this BP
MenuBuilder.AddMenuEntry(
LOCTEXT("Skeleton_NewAnimBlueprint", "Anim Blueprint"),
LOCTEXT("Skeleton_NewAnimBlueprintTooltip", "Creates an Anim Blueprint using the selected skeleton."),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.AnimBlueprint"),
FUIAction(
FExecuteAction::CreateStatic(&CreateNewAnimBlueprint, SkeletonsOrSkeletalMeshes, AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
if(CanCreateAssetOfType(UAnimComposite::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("Skeleton_NewAnimComposite", "Anim Composite"),
LOCTEXT("Skeleton_NewAnimCompositeTooltip", "Creates an AnimComposite using the selected skeleton."),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.AnimComposite"),
FUIAction(
FExecuteAction::CreateStatic(&ExecuteNewAnimAsset<UAnimCompositeFactory, UAnimComposite>, SkeletonsOrSkeletalMeshes, FString("_Composite"), AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
if(CanCreateAssetOfType(UAnimMontage::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("Skeleton_NewAnimMontage", "Anim Montage"),
LOCTEXT("Skeleton_NewAnimMontageTooltip", "Creates an AnimMontage using the selected skeleton."),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.AnimMontage"),
FUIAction(
FExecuteAction::CreateStatic(&ExecuteNewAnimAsset<UAnimMontageFactory, UAnimMontage>, SkeletonsOrSkeletalMeshes, FString("_Montage"), AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("CreateBlendSpace", LOCTEXT("CreateBlendSpaceMenuHeading", "Blend Spaces"));
{
if (CanCreateAssetOfType(UBlendSpace::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("SkeletalMesh_New2DBlendspace", "Blend Space"),
LOCTEXT("SkeletalMesh_New2DBlendspaceTooltip", "Creates a Blend Space using the selected skeleton."),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.BlendSpace"),
FUIAction(
FExecuteAction::CreateStatic(&ExecuteNewAnimAsset<UBlendSpaceFactoryNew, UBlendSpace>, SkeletonsOrSkeletalMeshes, FString("_BlendSpace"), AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
if (CanCreateAssetOfType(UBlendSpace1D::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("SkeletalMesh_New1DBlendspace", "Blend Space 1D"),
LOCTEXT("SkeletalMesh_New1DBlendspaceTooltip", "Creates a 1D Blend Space using the selected skeleton."),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.BlendSpace1D"),
FUIAction(
FExecuteAction::CreateStatic(&ExecuteNewAnimAsset<UBlendSpaceFactory1D, UBlendSpace1D>, SkeletonsOrSkeletalMeshes, FString("_BlendSpace1D"), AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("CreateAimOffset", LOCTEXT("CreateAimOffsetMenuHeading", "Aim Offsets"));
{
if (CanCreateAssetOfType(UAimOffsetBlendSpace::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("SkeletalMesh_New2DAimOffset", "Aim Offset"),
LOCTEXT("SkeletalMesh_New2DAimOffsetTooltip", "Creates a Aim Offset blendspace using the selected skeleton."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateStatic(&ExecuteNewAnimAsset<UAimOffsetBlendSpaceFactoryNew, UAimOffsetBlendSpace>, SkeletonsOrSkeletalMeshes, FString("_AimOffset2D"), AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
if (CanCreateAssetOfType(UAimOffsetBlendSpace1D::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("SkeletalMesh_New1DAimOffset", "Aim Offset 1D"),
LOCTEXT("SkeletalMesh_New1DAimOffsetTooltip", "Creates a 1D Aim Offset blendspace using the selected skeleton."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateStatic(&ExecuteNewAnimAsset<UAimOffsetBlendSpaceFactory1D, UAimOffsetBlendSpace1D>, SkeletonsOrSkeletalMeshes, FString("_AimOffset1D"), AssetCreated, bInContentBrowser),
FCanExecuteAction()
)
);
}
}
MenuBuilder.EndSection();
}
bool ApplyCompressionAlgorithm(TArray<UAnimSequence*>& AnimSequencePtrs, UAnimBoneCompressionSettings* OverrideSettings)
{
const bool bProceed = (AnimSequencePtrs.Num() > 1)? EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo,
FText::Format(NSLOCTEXT("UnrealEd", "AboutToCompressAnimations_F", "About to compress {0} animations. Proceed?"), FText::AsNumber(AnimSequencePtrs.Num()))) : true;
if(bProceed)
{
GWarn->BeginSlowTask(LOCTEXT("AnimCompressing", "Compressing"), true);
{
TSharedPtr<FAnimCompressContext> CompressContext = MakeShareable(new FAnimCompressContext(false, true, AnimSequencePtrs.Num()));
for (UAnimSequence* AnimSeq : AnimSequencePtrs)
{
if (OverrideSettings != nullptr)
{
AnimSeq->BoneCompressionSettings = OverrideSettings;
}
// Clear CompressCommandletVersion so we can recompress these animations later.
AnimSeq->CompressCommandletVersion = 0;
AnimSeq->RequestAnimCompression(FRequestAnimCompressionParams(true, CompressContext));
++CompressContext->AnimIndex;
}
}
GWarn->EndSlowTask();
return true;
}
return false;
}
bool IsAnimGraph(UEdGraph* Graph)
{
return Cast<UAnimationGraph>(Graph) != nullptr;
}
void RegenerateSubGraphArrays(UAnimBlueprint* Blueprint)
{
// The anim graph should be the first function graph on the blueprint
if(Blueprint->FunctionGraphs.Num() > 0)
{
if(UAnimationGraph* AnimGraph = Cast<UAnimationGraph>(Blueprint->FunctionGraphs[0]))
{
RegenerateGraphSubGraphs(Blueprint, AnimGraph);
}
}
}
void RegenerateGraphSubGraphs(UAnimBlueprint* OwningBlueprint, UEdGraph* GraphToFix)
{
TArray<UEdGraph*> ChildGraphs;
FindChildGraphsFromNodes(GraphToFix, ChildGraphs);
for(UEdGraph* Child : ChildGraphs)
{
RegenerateGraphSubGraphs(OwningBlueprint, Child);
}
if(ChildGraphs != GraphToFix->SubGraphs)
{
UE_LOG(LogAnimation, Log, TEXT("Fixed missing or duplicated graph entries in SubGraph array for graph %s in AnimBP %s"), *GraphToFix->GetName(), *OwningBlueprint->GetName());
GraphToFix->SubGraphs = ChildGraphs;
}
}
void RemoveDuplicateSubGraphs(UEdGraph* GraphToClean)
{
TArray<UEdGraph*> NewSubGraphArray;
for(UEdGraph* SubGraph : GraphToClean->SubGraphs)
{
NewSubGraphArray.AddUnique(SubGraph);
}
if(NewSubGraphArray.Num() != GraphToClean->SubGraphs.Num())
{
GraphToClean->SubGraphs = NewSubGraphArray;
}
}
void FindChildGraphsFromNodes(UEdGraph* GraphToSearch, TArray<UEdGraph*>& ChildGraphs)
{
for(UEdGraphNode* CurrentNode : GraphToSearch->Nodes)
{
if(UAnimGraphNode_StateMachineBase* StateMachine = Cast<UAnimGraphNode_StateMachineBase>(CurrentNode))
{
ChildGraphs.AddUnique(StateMachine->EditorStateMachineGraph);
}
else if(UAnimStateNodeBase* StateNode = Cast<UAnimStateNodeBase>(CurrentNode))
{
UEdGraph* BoundGraph = StateNode->GetBoundGraph();
if (BoundGraph == nullptr)
{
continue;
}
ChildGraphs.AddUnique(BoundGraph);
if(UAnimStateTransitionNode* TransitionNode = Cast<UAnimStateTransitionNode>(StateNode))
{
if(TransitionNode->CustomTransitionGraph)
{
ChildGraphs.AddUnique(TransitionNode->CustomTransitionGraph);
}
}
}
else if(UK2Node_Composite* CompositeNode = Cast<UK2Node_Composite>(CurrentNode))
{
ChildGraphs.AddUnique(CompositeNode->BoundGraph);
}
}
}
static FOnPoseWatchesChanged OnPoseWatchesChangedDelegate;
void SetPoseWatch(UPoseWatch* PoseWatch, UAnimBlueprint* AnimBlueprintIfKnown)
{
#if WITH_EDITORONLY_DATA
if (UAnimGraphNode_Base* TargetNode = Cast<UAnimGraphNode_Base>(PoseWatch->Node))
{
UAnimBlueprint* AnimBlueprint = AnimBlueprintIfKnown ? AnimBlueprintIfKnown : Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(TargetNode));
if ((AnimBlueprint != NULL) && (AnimBlueprint->GeneratedClass != NULL))
{
if (UAnimBlueprintGeneratedClass* AnimBPGenClass = Cast<UAnimBlueprintGeneratedClass>(*AnimBlueprint->GeneratedClass))
{
// Find the insertion point from the debugging data
int32 LinkID = AnimBPGenClass->GetLinkIDForNode<FAnimNode_Base>(TargetNode);
AnimBPGenClass->GetAnimBlueprintDebugData().AddPoseWatch(LinkID, PoseWatch);
OnPoseWatchesChangedDelegate.Broadcast(AnimBlueprint, TargetNode);
}
}
}
#endif
}
void RemovePoseWatchesFromGraph(UAnimBlueprint* AnimBlueprint, class UEdGraph* Graph)
{
#if WITH_EDITORONLY_DATA
for (UEdGraphNode* Node : Graph->Nodes)
{
RemovePoseWatchFromNode(Node, AnimBlueprint);
}
#endif
}
UPoseWatch* FindPoseWatchForNode(const UEdGraphNode* Node, UAnimBlueprint* AnimBlueprintIfKnown)
{
#if WITH_EDITORONLY_DATA
UAnimBlueprint* AnimBlueprint = AnimBlueprintIfKnown ? AnimBlueprintIfKnown : Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(Node));
if(AnimBlueprint)
{
// iterate backwards so we can remove invalid pose watches as we go
for (int32 Index = AnimBlueprint->PoseWatches.Num() - 1; Index >= 0; --Index)
{
UPoseWatch* PoseWatch = AnimBlueprint->PoseWatches[Index];
if (PoseWatch == nullptr || PoseWatch->Node == nullptr)
{
AnimBlueprint->PoseWatches.RemoveAtSwap(Index);
continue;
}
// Return this pose watch if the node location matches the given node
if (PoseWatch->Node == Node)
{
return PoseWatch;
}
}
}
return nullptr;
#endif
}
UPoseWatch* MakePoseWatchForNode(UAnimBlueprint* AnimBlueprint, UEdGraphNode* Node)
{
#if WITH_EDITORONLY_DATA
check(CastChecked<UAnimGraphNode_Base>(Node)->IsPoseWatchable());
UPoseWatch* NewPoseWatch = NewObject<UPoseWatch>(AnimBlueprint);
NewPoseWatch->Node = Node;
NewPoseWatch->SetUniqueDefaultLabel();
AnimBlueprint->PoseWatches.Add(NewPoseWatch);
SetPoseWatch(NewPoseWatch, AnimBlueprint);
return NewPoseWatch;
#else
return nullptr;
#endif
}
void RemovePoseWatch(UPoseWatch* PoseWatch, UAnimBlueprint* AnimBlueprintIfKnown)
{
#if WITH_EDITORONLY_DATA
if (UAnimGraphNode_Base* TargetNode = Cast<UAnimGraphNode_Base>(PoseWatch->Node))
{
UAnimBlueprint* AnimBlueprint = AnimBlueprintIfKnown ? AnimBlueprintIfKnown : Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(TargetNode));
if (AnimBlueprint)
{
AnimBlueprint->PoseWatches.Remove(PoseWatch);
if (UAnimBlueprintGeneratedClass* AnimBPGenClass = AnimBlueprint->GetAnimBlueprintGeneratedClass())
{
int32 LinkID = AnimBPGenClass->GetLinkIDForNode<FAnimNode_Base>(Cast<UAnimGraphNode_Base>(PoseWatch->Node));
AnimBPGenClass->GetAnimBlueprintDebugData().RemovePoseWatch(LinkID);
OnPoseWatchesChangedDelegate.Broadcast(AnimBlueprint, TargetNode);
}
}
}
#endif
}
void RemovePoseWatchFromNode(UEdGraphNode* Node, UAnimBlueprint* AnimBlueprint)
{
#if WITH_EDITORONLY_DATA
if (AnimBlueprint)
{
for (UPoseWatch* SomePoseWatch : AnimBlueprint->PoseWatches)
{
if (SomePoseWatch->Node == Node)
{
if (UAnimBlueprintGeneratedClass* AnimBPGenClass = AnimBlueprint->GetAnimBlueprintGeneratedClass())
{
int32 LinkID = AnimBPGenClass->GetLinkIDForNode<FAnimNode_Base>(Cast<UAnimGraphNode_Base>(SomePoseWatch->Node));
AnimBPGenClass->GetAnimBlueprintDebugData().RemovePoseWatch(LinkID);
OnPoseWatchesChangedDelegate.Broadcast(AnimBlueprint, Node);
}
SomePoseWatch->OnRemoved();
return;
}
}
}
#endif
}
FOnPoseWatchesChanged& OnPoseWatchesChanged()
{
return OnPoseWatchesChangedDelegate;
}
int32 GetPoseWatchNodeLinkID(UPoseWatch* PoseWatch, UAnimBlueprintGeneratedClass*& OutAnimBPGenClass)
{
#if WITH_EDITORONLY_DATA
if (UAnimGraphNode_Base* TargetNode = Cast<UAnimGraphNode_Base>(PoseWatch->Node))
{
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(TargetNode));
if ((AnimBlueprint != nullptr) && (AnimBlueprint->GeneratedClass != nullptr))
{
if (UAnimBlueprintGeneratedClass* AnimBPGenClass = Cast<UAnimBlueprintGeneratedClass>(*AnimBlueprint->GeneratedClass))
{
// Find the insertion point from the debugging data
OutAnimBPGenClass = AnimBPGenClass;
return AnimBPGenClass->GetLinkIDForNode<FAnimNode_Base>(TargetNode);
}
}
}
#endif
return INDEX_NONE;
}
void SetupDebugLinkedAnimInstances(UAnimBlueprint* InAnimBlueprint, UObject* InRootObjectBeingDebugged)
{
check(IsInGameThread());
static bool bSettingDebugInstances = false;
if(!bSettingDebugInstances)
{
TGuardValue<bool> GuardValue(bSettingDebugInstances, true);
if(InRootObjectBeingDebugged)
{
if(const USkeletalMeshComponent* Component = Cast<USkeletalMeshComponent>(InRootObjectBeingDebugged->GetOuter()))
{
// See if we have any linked instances
for(UAnimInstance* LinkedInstance : Component->GetLinkedAnimInstances())
{
if(UAnimBlueprint* LinkedAnimBlueprint = Cast<UAnimBlueprint>(LinkedInstance->GetClass()->ClassGeneratedBy))
{
LinkedAnimBlueprint->SetObjectBeingDebugged(LinkedInstance);
}
}
}
}
else if(UObject* OldDebuggedObject = InAnimBlueprint->GetObjectBeingDebugged())
{
if(const USkeletalMeshComponent* Component = Cast<USkeletalMeshComponent>(OldDebuggedObject->GetOuter()))
{
// See if we have any linked instances
for(UAnimInstance* LinkedInstance : Component->GetLinkedAnimInstances())
{
if(UAnimBlueprint* LinkedAnimBlueprint = Cast<UAnimBlueprint>(LinkedInstance->GetClass()->ClassGeneratedBy))
{
LinkedAnimBlueprint->SetObjectBeingDebugged(nullptr);
}
}
}
}
}
}
}
#undef LOCTEXT_NAMESPACE