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#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch]
451 lines
14 KiB
C++
451 lines
14 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_LinkedAnimGraphBase.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SCheckBox.h"
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#include "EdGraphSchema_K2.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "PropertyHandle.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailCategoryBuilder.h"
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#include "Animation/AnimNode_LinkedInputPose.h"
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#include "PropertyCustomizationHelpers.h"
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#include "ScopedTransaction.h"
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#include "AnimationGraphSchema.h"
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#include "Widgets/Layout/SBox.h"
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#include "UObject/CoreRedirects.h"
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#include "Animation/AnimNode_LinkedAnimGraph.h"
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#define LOCTEXT_NAMESPACE "LinkedAnimGraph"
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namespace LinkedAnimGraphGraphNodeConstants
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{
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FLinearColor TitleColor(0.2f, 0.2f, 0.8f);
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}
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FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor() const
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{
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return LinkedAnimGraphGraphNodeConstants::TitleColor;
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText() const
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{
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return LOCTEXT("ToolTip", "Runs a linked anim graph in another instance to process animation");
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UClass* TargetClass = GetTargetClass();
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UAnimBlueprint* TargetAnimBlueprint = TargetClass ? CastChecked<UAnimBlueprint>(TargetClass->ClassGeneratedBy) : nullptr;
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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FFormatNamedArguments Args;
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Args.Add(TEXT("NodeTitle"), LOCTEXT("Title", "Linked Anim Graph"));
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Args.Add(TEXT("TargetClass"), TargetAnimBlueprint ? FText::FromString(TargetAnimBlueprint->GetName()) : LOCTEXT("ClassNone", "None"));
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if(TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("NodeTitle", "Linked Anim Graph");
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}
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if(TitleType == ENodeTitleType::ListView)
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{
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if(Node.Tag != NAME_None)
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{
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Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
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return FText::Format(LOCTEXT("TitleListFormatTagged", "{NodeTitle} ({Tag}) - {TargetClass}"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("TitleListFormat", "{NodeTitle} - {TargetClass}"), Args);
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}
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}
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else
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{
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if(Node.Tag != NAME_None)
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{
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Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
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return FText::Format(LOCTEXT("TitleFormatTagged", "{NodeTitle} ({Tag})\n{TargetClass}"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("TitleFormat", "{NodeTitle}\n{TargetClass}"), Args);
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}
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
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UObject* OriginalNode = MessageLog.FindSourceObject(this);
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if(HasInstanceLoop())
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{
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MessageLog.Error(TEXT("Detected loop in linked instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass());
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}
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// Check for cycles from other linked instance nodes
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TArray<UEdGraph*> Graphs;
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AnimBP->GetAllGraphs(Graphs);
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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// Check for duplicate tags in this anim blueprint
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for(UEdGraph* Graph : Graphs)
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{
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TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedAnimGraphNodes;
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Graph->GetNodesOfClass(LinkedAnimGraphNodes);
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for(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphNode : LinkedAnimGraphNodes)
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{
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if(LinkedAnimGraphNode == OriginalNode)
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{
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continue;
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}
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FAnimNode_LinkedAnimGraph& InnerNode = *LinkedAnimGraphNode->GetLinkedAnimGraphNode();
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if(InnerNode.Tag != NAME_None && InnerNode.Tag == Node.Tag)
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{
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MessageLog.Error(*FText::Format(LOCTEXT("DuplicateTagErrorFormat", "Node @@ and node @@ both have the same tag '{0}'."), FText::FromName(Node.Tag)).ToString(), this, LinkedAnimGraphNode);
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}
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}
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}
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// Check we don't try to spawn our own blueprint
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if(GetTargetClass() == AnimBP->GetAnimBlueprintGeneratedClass())
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{
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MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass());
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
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{
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// Grab the SKELETON class here as when we are reconstructed during during BP compilation
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// the full generated class is not yet present built.
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UClass* TargetClass = GetTargetSkeletonClass();
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if(!TargetClass)
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{
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// Nothing to search for properties
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return;
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}
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IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass);
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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// Add any pose pins
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for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions())
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{
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if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName())
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{
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for(const FName& PoseName : AnimBlueprintFunction.InputPoseNames)
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{
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UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, UAnimationGraphSchema::MakeLocalSpacePosePin(), PoseName);
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NewPin->PinFriendlyName = FText::FromName(PoseName);
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CustomizePinData(NewPin, PoseName, INDEX_NONE);
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}
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break;
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}
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}
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// Call super to add properties
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Super::ReallocatePinsDuringReconstruction(OldPins);
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}
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void UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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bool bRequiresNodeReconstruct = false;
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FProperty* ChangedProperty = PropertyChangedEvent.Property;
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if(ChangedProperty)
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{
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if (IsStructuralProperty(ChangedProperty))
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{
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bRequiresNodeReconstruct = true;
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RebuildExposedProperties();
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}
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}
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if(bRequiresNodeReconstruct)
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{
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ReconstructNode();
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}
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop()
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{
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TArray<FGuid> VisitedList;
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TArray<FGuid> CurrentStack;
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return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack);
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack)
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{
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if(!VisitedNodes.Contains(CurrNode->NodeGuid))
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{
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VisitedNodes.Add(CurrNode->NodeGuid);
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NodeStack.Add(CurrNode->NodeGuid);
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if(UAnimBlueprint* AnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(CurrNode->GetTargetClass())))
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{
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// Check for cycles from other linked instance nodes
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TArray<UEdGraph*> Graphs;
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AnimBP->GetAllGraphs(Graphs);
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for(UEdGraph* Graph : Graphs)
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{
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TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedInstanceNodes;
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Graph->GetNodesOfClass(LinkedInstanceNodes);
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for(UAnimGraphNode_LinkedAnimGraphBase* LinkedInstanceNode : LinkedInstanceNodes)
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{
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// If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop
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if((!VisitedNodes.Contains(LinkedInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(LinkedInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(LinkedInstanceNode->NodeGuid))
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{
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return true;
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}
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}
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}
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}
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}
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NodeStack.Remove(CurrNode->NodeGuid);
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return false;
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}
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void UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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Super::CustomizeDetails(DetailBuilder);
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GenerateExposedPinsDetails(DetailBuilder);
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IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
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// Customize InstanceClass
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{
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TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
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ClassHandle->MarkHiddenByCustomization();
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FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class"));
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ClassWidgetRow.NameContent()
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[
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ClassHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(250.0f)
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[
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SNew(SObjectPropertyEntryBox)
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.ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath)
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.AllowedClass(UAnimBlueprint::StaticClass())
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.NewAssetFactories(TArray<UFactory*>())
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.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint))
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.OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint, &DetailBuilder))
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];
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder)
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{
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// We dont allow multi-select here
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if(DetailBuilder.GetSelectedObjects().Num() > 1)
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{
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DetailBuilder.HideCategory(TEXT("Settings"));
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return;
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}
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// We dont allow multi-select here
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if(DetailBuilder.GetSelectedObjects().Num() > 1)
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{
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DetailBuilder.HideCategory(TEXT("Settings"));
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return;
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}
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TArray<FProperty*> ExposableProperties;
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GetExposableProperties(ExposableProperties);
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if(ExposableProperties.Num() > 0)
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{
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IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Exposable Properties")));
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FDetailWidgetRow& HeaderWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("ExposeAll", "Expose All"));
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HeaderWidgetRow.NameContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("PropertyName", "Name"))
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.Font(IDetailLayoutBuilder::GetDetailFontBold())
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];
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HeaderWidgetRow.ValueContent()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Center)
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ExposeAllPropertyValue", "Expose All"))
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.Font(IDetailLayoutBuilder::GetDetailFontBold())
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::AreAllPropertiesExposed)
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.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeAllCheckboxChanged)
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]
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];
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for(FProperty* Property : ExposableProperties)
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{
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FDetailWidgetRow& PropertyWidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName()));
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FName PropertyName = Property->GetFName();
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FText PropertyTypeText = GetPropertyTypeText(Property);
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FFormatNamedArguments Args;
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Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName));
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Args.Add(TEXT("PropertyType"), PropertyTypeText);
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FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args);
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PropertyWidgetRow.NameContent()
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[
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SNew(STextBlock)
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.Text(FText::FromString(Property->GetName()))
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.ToolTipText(TooltipText)
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.Font(IDetailLayoutBuilder::GetDetailFont())
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];
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PropertyWidgetRow.ValueContent()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.AutoWidth()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ExposePropertyValue", "Expose:"))
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.Font(IDetailLayoutBuilder::GetDetailFont())
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::IsPropertyExposed, PropertyName)
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.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeCheckboxChanged, PropertyName)
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]
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];
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}
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}
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty(FProperty* InProperty) const
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{
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return InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InstanceClass);
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}
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FString UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath() const
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{
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UClass* InstanceClass = GetTargetClass();
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if(InstanceClass)
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{
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UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass);
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if(ActualBlueprint)
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{
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return ActualBlueprint->GetPathName();
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}
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}
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return FString();
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const
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{
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// Check recursion
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if(AssetData.IsAssetLoaded() && Cast<UBlueprint>(AssetData.GetAsset()) == GetBlueprint())
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{
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return true;
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}
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// Check skeleton
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FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag("TargetSkeleton");
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if (Result.IsSet())
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{
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if (UAnimBlueprint* CurrentBlueprint = Cast<UAnimBlueprint>(GetBlueprint()))
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{
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FString TargetSkeletonName = FString::Printf(TEXT("%s'%s'"), *CurrentBlueprint->TargetSkeleton->GetClass()->GetName(), *CurrentBlueprint->TargetSkeleton->GetPathName());
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if(Result.GetValue() != TargetSkeletonName)
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{
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return true;
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}
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}
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}
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return false;
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}
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void UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder)
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{
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FScopedTransaction Transaction(LOCTEXT("SetInstanceBlueprint", "Set Linked Blueprint"));
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Modify();
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TSharedRef<IPropertyHandle> ClassHandle = InDetailBuilder->GetProperty(TEXT("Node.InstanceClass"), GetClass());
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if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AssetData.GetAsset()))
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{
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ClassHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass());
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}
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else
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{
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ClassHandle->SetValue((UObject*)nullptr);
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}
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}
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FPoseLinkMappingRecord UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
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{
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FPoseLinkMappingRecord Record = Super::GetLinkIDLocation(NodeType, SourcePin);
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if(Record.IsValid())
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{
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return Record;
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}
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else if(SourcePin->LinkedTo.Num() > 0 && SourcePin->Direction == EGPD_Input)
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{
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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check(Node.InputPoses.Num() == Node.InputPoseNames.Num());
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// perform name-based logic for input pose pins
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if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
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{
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FArrayProperty* ArrayProperty = FindFieldChecked<FArrayProperty>(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses));
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int32 ArrayIndex = INDEX_NONE;
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if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex))
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{
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check(Node.InputPoses.IsValidIndex(ArrayIndex));
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return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
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}
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}
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}
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return FPoseLinkMappingRecord::MakeInvalid();
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}
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#undef LOCTEXT_NAMESPACE
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