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Added a new anim node: AnimNext Parameters. This injects parameters into the AnimNext stack for all leafwards nodes. Added a new way of binding to parameters on anim nodes. - Added indirection to UAnimGraphNode_Base to allow different 'binding types' to be authored by deriving from UAnimGraphNodeBinding - Added new binding type for AnimNext parameters - Moved existing binding code (inc UI widget creation) into UAnimGraphNodeBinding_Base - Binding types can be selected on a per-node or per-anim BP basis Reworked FParamStack API a little - Allow for better error checking when pushing/popping stack layers. Pushed layers can now only be subsequently popped by passing in the handle of the pushed layer. - Standalone layers are now wrapped in an opaque handle rather than returning a unique ptr - GetParamData APIs now perform more involved type checking, allowing derived object types & type conversions to be implemented Improved parameter type sandboxing for automated tests. If running low-level type tests while execution was happening on another thread, the editor could crash because of invalidating already-existing types. Lots of other small fixes to get workflows nicer and end-to-end functionality working #rb Nicholas.Frechette,Jaime.Cifuentes,Jurre.deBaare [CL 26455905 by thomas sarkanen in ue5-main branch]
68 lines
3.3 KiB
C++
68 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_Base.h"
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#include "Widgets/SNullWidget.h"
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#include "AnimGraphNodeBinding.generated.h"
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class UEdGraphPin;
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struct FSearchTagDataPair;
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class UClass;
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class UBlueprint;
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struct FMemberReference;
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UCLASS(MinimalAPI, Abstract)
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class UAnimGraphNodeBinding : public UObject
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{
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GENERATED_BODY()
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friend class UAnimGraphNode_Base;
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friend class UAnimGraphNode_CustomProperty;
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friend class FAnimBlueprintCompilerContext;
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friend class UAnimBlueprintExtension;
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// Get the struct type for the runtime handling of this binding
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virtual UScriptStruct* GetAnimNodeHandlerStruct() const PURE_VIRTUAL(UAnimGraphNodeBinding::GetAnimNodeHandlerStruct, return nullptr;)
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// Override point for when pins are re-created on the hosting node
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virtual void OnInternalPinCreation(UAnimGraphNode_Base* InNode) {}
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// Override point for when the hosting node is reconstructed
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virtual void OnReconstructNode(UAnimGraphNode_Base* InNode) {}
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// Override point for when the hosting node is expanded during compilation
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virtual void OnExpandNode(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InNode, UEdGraph* InSourceGraph) {}
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// Check whether this binding binds to the specified name
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virtual bool HasBinding(FName InBindingName, bool bCheckArrayIndexName) const PURE_VIRTUAL(UAnimGraphNodeBinding::HasBinding, return false;)
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// Remove all bindings to the specified name
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virtual void RemoveBindings(FName InBindingName) PURE_VIRTUAL(UAnimGraphNodeBinding::RemoveBindings, )
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// Add any search metadata for pin bindings
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virtual void AddPinSearchMetaDataInfo(const UEdGraphPin* InPin, FName InBindingName, TArray<FSearchTagDataPair>& OutTaggedMetaData) const {}
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virtual void HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName) {}
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virtual void ReplaceReferences(UBlueprint* InBlueprint, UBlueprint* InReplacementBlueprint, const FMemberReference& InSource, const FMemberReference& InReplacement) {}
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virtual bool ReferencesVariable(const FName& InVarName, const UStruct* InScope) const { return false; }
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virtual bool ReferencesFunction(const FName& InFunctionName, const UStruct* InScope) const { return false; }
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// Update function for binding names - if a binding string tghat differs from InOldName is
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// returned from InModifierFunction then the binding will be replaced
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virtual void UpdateBindingNames(TFunctionRef<FString(const FString& InOldName)> InModifierFunction) PURE_VIRTUAL(UAnimGraphNodeBinding::UpdateBindingNames, )
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// Get any extensions that are needed to process this binding
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virtual void GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const {}
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// Process binding for this node during compilation
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virtual void ProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) {}
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#if WITH_EDITOR
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// Create the binding widget for a pin/property. This is only called on the CDO. Use InArgs to determine the nodes to create the widget for.
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virtual TSharedRef<SWidget> MakePropertyBindingWidget(const UAnimGraphNode_Base::FAnimPropertyBindingWidgetArgs& InArgs) { return SNullWidget::NullWidget; }
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#endif
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}; |