Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintExtension_CachedPose.h
T
Thomas Sarkanen 16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00

45 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AnimGraphNode_Base.h"
#include "AnimBlueprintExtension.h"
#include "AnimBlueprintExtension_CachedPose.generated.h"
class UAnimGraphNode_SaveCachedPose;
class IAnimBlueprintCompilerCreationContext;
class IAnimBlueprintCompilationContext;
class IAnimBlueprintGeneratedClassCompiledData;
class IAnimBlueprintCompilationBracketContext;
UCLASS(MinimalAPI)
class UAnimBlueprintExtension_CachedPose : public UAnimBlueprintExtension
{
GENERATED_BODY()
public:
// Get the map of cache name to encountered save cached pose nodes
const TMap<FString, UAnimGraphNode_SaveCachedPose*>& GetSaveCachedPoseNodes() const;
private:
virtual void HandleStartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void HandlePreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void HandlePostProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
// Builds the update order list for saved pose nodes in this blueprint
void BuildCachedPoseNodeUpdateOrder(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
// Traverses a graph to collect save pose nodes starting at InRootNode, then processes each node
void CachePoseNodeOrdering_StartNewTraversal(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InRootNode, TArray<UAnimGraphNode_SaveCachedPose*> &OrderedSavePoseNodes, TArray<UAnimGraphNode_Base*> VisitedRootNodes);
// Traverse a node's subgraph to collect save pose nodes
void CachePoseNodeOrdering_TraverseInternal_SubGraph(IAnimBlueprintCompilationContext& InCompilationContext, UEdGraph* InGraph, TArray<UAnimGraphNode_SaveCachedPose*> &OrderedSavePoseNodes);
// Traverses a graph to collect save pose nodes starting at InAnimGraphNode, does NOT process saved pose nodes afterwards
void CachePoseNodeOrdering_TraverseInternal(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InAnimGraphNode, TArray<UAnimGraphNode_SaveCachedPose*> &OrderedSavePoseNodes);
private:
// Map of cache name to encountered save cached pose nodes
TMap<FString, UAnimGraphNode_SaveCachedPose*> SaveCachedPoseNodes;
};