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#jira UE-80147 - Rename new anim layer related APIs #rb Jurre.deBaare #ROBOMERGE-OWNER: thomas.sarkanen #ROBOMERGE-AUTHOR: thomas.sarkanen #ROBOMERGE-SOURCE: CL 8973946 via CL 8973950 via CL 8973951 #ROBOMERGE-BOT: (v438-8971340) [CL 8974019 by thomas sarkanen in Main branch]
71 lines
3.2 KiB
C++
71 lines
3.2 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Misc/Guid.h"
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#include "AnimGraphNode_CustomProperty.h"
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#include "AnimGraphNode_LinkedAnimGraphBase.generated.h"
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class FCompilerResultsLog;
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class IDetailLayoutBuilder;
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class IPropertyHandle;
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class SToolTip;
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struct FAnimNode_LinkedAnimGraph;
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UCLASS(MinimalAPI, Abstract)
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class UAnimGraphNode_LinkedAnimGraphBase : public UAnimGraphNode_CustomProperty
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{
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GENERATED_BODY()
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public:
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//~ Begin UEdGraphNode Interface.
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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//~ End UEdGraphNode Interface.
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// UAnimGraphNode_Base interface
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virtual FPoseLinkMappingRecord GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin) override;
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// UAnimGraphNode_CustomProperty interface
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virtual bool IsStructuralProperty(UProperty* InProperty) const override;
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// Node accessor
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virtual FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() PURE_VIRTUAL(UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode, return nullptr;);
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virtual const FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() const PURE_VIRTUAL(UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode, return nullptr;);
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protected:
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// Finds out whether there is a loop in the graph formed by linked instances from this node
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bool HasInstanceLoop();
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/** Generates widgets for exposing/hiding Pins for this node using the provided detail builder */
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void GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder);
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// Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required
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// to track the graph links
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// VisitedNodes - Node we have searched the links of, so we don't do it twice
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// NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop
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static bool HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack);
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// ----- UI CALLBACKS ----- //
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// Gets path to the currently selected instance class' blueprint
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virtual FString GetCurrentInstanceBlueprintPath() const;
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// Filter callback for blueprints (only accept matching skeletons/interfaces)
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virtual bool OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const;
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// Instance blueprint was changed by user
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void OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder);
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// ----- END UI CALLBACKS ----- //
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};
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UE_DEPRECATED(4.24, "UAnimGraphNode_SubInstanceBase has been renamed to UAnimGraphNode_LinkedAnimGraphBase")
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typedef UAnimGraphNode_LinkedAnimGraphBase UAnimGraphNode_SubInstanceBase;
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