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#jira UE-13391 - Delete old BP menu system (is causing confusion) #codereview Mike.Beach [CL 2514361 by Michael Schoell in Main branch]
342 lines
11 KiB
C++
342 lines
11 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimGraphNode_SequencePlayer.h"
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#include "CompilerResultsLog.h"
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#include "GraphEditorActions.h"
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#include "AssetRegistryModule.h"
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#include "AnimationGraphSchema.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintActionFilter.h"
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#include "EditorCategoryUtils.h"
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#include "BlueprintNodeSpawner.h"
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#define LOCTEXT_NAMESPACE "A3Nodes"
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/////////////////////////////////////////////////////
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// FNewSequencePlayerAction
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// Action to add a sequence player node to the graph
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struct FNewSequencePlayerAction : public FEdGraphSchemaAction_K2NewNode
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{
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protected:
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FAssetData AssetInfo;
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public:
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FNewSequencePlayerAction(const FAssetData& InAssetInfo, FText Title)
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{
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AssetInfo = InAssetInfo;
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UAnimGraphNode_SequencePlayer* Template = NewObject<UAnimGraphNode_SequencePlayer>();
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NodeTemplate = Template;
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MenuDescription = Title;
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TooltipDescription = TEXT("Evaluates an animation sequence to produce a pose");
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Category = TEXT("Animations");
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// Grab extra keywords
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Keywords = InAssetInfo.ObjectPath.ToString();
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}
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virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override
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{
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UAnimGraphNode_SequencePlayer* SpawnedNode = CastChecked<UAnimGraphNode_SequencePlayer>(FEdGraphSchemaAction_K2NewNode::PerformAction(ParentGraph, FromPin, Location, bSelectNewNode));
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SpawnedNode->Node.Sequence = Cast<UAnimSequence>(AssetInfo.GetAsset());
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return SpawnedNode;
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}
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};
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/////////////////////////////////////////////////////
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// UAnimGraphNode_SequencePlayer
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UAnimGraphNode_SequencePlayer::UAnimGraphNode_SequencePlayer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_SequencePlayer::PreloadRequiredAssets()
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{
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PreloadObject(Node.Sequence);
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Super::PreloadRequiredAssets();
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}
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FLinearColor UAnimGraphNode_SequencePlayer::GetNodeTitleColor() const
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{
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if ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive())
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{
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return FLinearColor(0.10f, 0.60f, 0.12f);
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}
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else
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{
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return FColor(200, 100, 100);
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}
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}
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FText UAnimGraphNode_SequencePlayer::GetTooltipText() const
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{
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const bool bAdditive = ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive());
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return GetTitleGivenAssetInfo(FText::FromString(Node.Sequence->GetPathName()), bAdditive);
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}
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FText UAnimGraphNode_SequencePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (Node.Sequence == nullptr)
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{
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return LOCTEXT("SequenceNullTitle", "Play (None)");
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}
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else
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{
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const bool bAdditive = Node.Sequence->IsValidAdditive();
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const FText BasicTitle = GetTitleGivenAssetInfo(FText::FromName(Node.Sequence->GetFName()), bAdditive);
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if (SyncGroup.GroupName == NAME_None)
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{
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return BasicTitle;
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}
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else
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{
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const FText SyncGroupName = FText::FromName(SyncGroup.GroupName);
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FFormatNamedArguments Args;
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Args.Add(TEXT("Title"), BasicTitle);
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Args.Add(TEXT("SyncGroup"), SyncGroupName);
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if (TitleType == ENodeTitleType::FullTitle)
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{
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return FText::Format(LOCTEXT("SequenceNodeGroupWithSubtitleFull", "{Title}\nSync group {SyncGroup}"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("SequenceNodeGroupWithSubtitleList", "{Title} (Sync group {SyncGroup})"), Args);
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}
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}
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}
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}
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FText UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive)
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("AssetName"), AssetName);
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if (bKnownToBeAdditive)
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{
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return FText::Format(LOCTEXT("SequenceNodeTitleAdditive", "Play {AssetName} (additive)"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("SequenceNodeTitle", "Play {AssetName}"), Args);
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}
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}
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FText UAnimGraphNode_SequencePlayer::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Animation);
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}
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void UAnimGraphNode_SequencePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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auto LoadedAssetSetup = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UAnimSequence> SequencePtr)
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{
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UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
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SequencePlayerNode->Node.Sequence = SequencePtr.Get();
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};
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auto UnloadedAssetSetup = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FAssetData AssetData)
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{
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UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
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if (bIsTemplateNode)
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{
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if (const FString* SkeletonTag = AssetData.TagsAndValues.Find(TEXT("Skeleton")))
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{
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SequencePlayerNode->UnloadedSkeletonName = *SkeletonTag;
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}
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}
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else
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{
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UAnimSequence* Sequence = Cast<UAnimSequence>(AssetData.GetAsset());
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check(Sequence != nullptr);
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SequencePlayerNode->Node.Sequence = Sequence;
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}
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};
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const UObject* QueryObject = ActionRegistrar.GetActionKeyFilter();
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if (QueryObject == nullptr)
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{
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
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// define a filter to help in pulling UAnimSequence asset data from the registry
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FARFilter Filter;
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Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
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Filter.bRecursiveClasses = true;
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// Find matching assets and add an entry for each one
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TArray<FAssetData> SequenceList;
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AssetRegistryModule.Get().GetAssets(Filter, /*out*/SequenceList);
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for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
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{
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const FAssetData& Asset = *AssetIt;
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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if (Asset.IsAssetLoaded())
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{
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TWeakObjectPtr<UAnimSequence> AnimSequence = Cast<UAnimSequence>(Asset.GetAsset());
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, AnimSequence);
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NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
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}
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else
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{
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
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NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), /*bKnownToBeAdditive =*/false);
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}
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ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
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}
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}
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else if (const UAnimSequence* AnimSequence = Cast<UAnimSequence>(QueryObject))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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TWeakObjectPtr<UAnimSequence> SequencePtr = AnimSequence;
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, SequencePtr);
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NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
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ActionRegistrar.AddBlueprintAction(QueryObject, NodeSpawner);
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}
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else if (QueryObject == GetClass())
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{
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
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// define a filter to help in pulling UAnimSequence asset data from the registry
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FARFilter Filter;
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Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
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Filter.bRecursiveClasses = true;
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// Find matching assets and add an entry for each one
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TArray<FAssetData> SequenceList;
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AssetRegistryModule.Get().GetAssets(Filter, /*out*/SequenceList);
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for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
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{
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const FAssetData& Asset = *AssetIt;
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if (Asset.IsAssetLoaded())
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{
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continue;
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}
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
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NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), /*bKnownToBeAdditive =*/false);
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ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
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}
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}
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}
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bool UAnimGraphNode_SequencePlayer::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
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{
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bool bIsFilteredOut = false;
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FBlueprintActionContext const& FilterContext = Filter.Context;
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for (UBlueprint* Blueprint : FilterContext.Blueprints)
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{
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if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
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{
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if(Node.Sequence)
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{
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if(Node.Sequence->GetSkeleton() != AnimBlueprint->TargetSkeleton)
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{
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// Sequence does not use the same skeleton as the Blueprint, cannot use
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bIsFilteredOut = true;
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break;
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}
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}
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else
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{
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FAssetData SkeletonData(AnimBlueprint->TargetSkeleton);
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if(UnloadedSkeletonName != SkeletonData.GetExportTextName())
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{
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bIsFilteredOut = true;
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break;
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}
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}
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}
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else
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{
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// Not an animation Blueprint, cannot use
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bIsFilteredOut = true;
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break;
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}
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}
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return bIsFilteredOut;
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}
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void UAnimGraphNode_SequencePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.Sequence == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
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}
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else
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{
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USkeleton* SeqSkeleton = Node.Sequence->GetSkeleton();
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if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!SeqSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
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}
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}
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}
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void UAnimGraphNode_SequencePlayer::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to single frame
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Context.MenuBuilder->BeginSection("AnimGraphNodeSequencePlayer", NSLOCTEXT("A3Nodes", "SequencePlayerHeading", "Sequence Player"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqEvaluator);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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void UAnimGraphNode_SequencePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
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Node.GroupRole = SyncGroup.GroupRole;
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}
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void UAnimGraphNode_SequencePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
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{
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if(Node.Sequence)
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{
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HandleAnimReferenceCollection(Node.Sequence, ComplexAnims, AnimationSequences);
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}
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}
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void UAnimGraphNode_SequencePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
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{
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HandleAnimReferenceReplacement(Node.Sequence, ComplexAnimsMap, AnimSequenceMap);
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}
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bool UAnimGraphNode_SequencePlayer::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_SequencePlayer::GetAnimationAsset() const
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{
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return Node.Sequence;
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}
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const TCHAR* UAnimGraphNode_SequencePlayer::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_SequencePlayer::GetTimePropertyStruct() const
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{
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return FAnimNode_SequencePlayer::StaticStruct();
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}
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#undef LOCTEXT_NAMESPACE |