Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_RotationOffsetBlendSpace.cpp
Thomas Sarkanen d9c2b172f7 Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9

[CL 22878911 by Thomas Sarkanen in ue5-main branch]
2022-11-01 06:25:59 -04:00

357 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_RotationOffsetBlendSpace.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "ToolMenus.h"
#include "GraphEditorActions.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Animation/AnimationSettings.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "DetailLayoutBuilder.h"
#include "ScopedTransaction.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AnimGraphCommands.h"
#include "BlueprintNodeTemplateCache.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "IAnimBlueprintNodeOverrideAssetsContext.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_RotationOffsetBlendSpace
#define LOCTEXT_NAMESPACE "UAnimGraphNode_RotationOffsetBlendSpace"
UAnimGraphNode_RotationOffsetBlendSpace::UAnimGraphNode_RotationOffsetBlendSpace(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_RotationOffsetBlendSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("RotationOffsetBlend_NONE_ListTitle", "AimOffset Player '(None)'");
}
else
{
return LOCTEXT("RotationOffsetBlend_NONE_Title", "(None)\nAimOffset Player");
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName());
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetListTitle", "AimOffset Player '{BlendSpaceName}'"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetFullTitle", "{BlendSpaceName}\nAimOffset Player"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_RotationOffsetBlendSpace::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const
{
GetMenuActionsHelper(
InActionRegistrar,
GetClass(),
{ UAimOffsetBlendSpace::StaticClass(), UAimOffsetBlendSpace1D::StaticClass() },
{ },
[](const FAssetData& InAssetData, UClass* InClass)
{
if(InAssetData.IsValid())
{
return FText::Format(LOCTEXT("MenuDescFormat", "AimOffset Player '{0}'"), FText::FromName(InAssetData.AssetName));
}
else
{
return LOCTEXT("MenuDesc", "AimOffset Player");
}
},
[](const FAssetData& InAssetData, UClass* InClass)
{
if(InAssetData.IsValid())
{
return FText::Format(LOCTEXT("MenuDescTooltipFormat", "AimOffset Player\n'{0}'"), FText::FromString(InAssetData.GetObjectPathString()));
}
else
{
return LOCTEXT("MenuDescTooltip", "AimOffset Player");
}
},
[](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData)
{
UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData);
});
}
FBlueprintNodeSignature UAnimGraphNode_RotationOffsetBlendSpace::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(Node.GetBlendSpace());
return NodeSignature;
}
void UAnimGraphNode_RotationOffsetBlendSpace::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
{
Node.SetBlendSpace(BlendSpace);
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
{
if(InContext.GetAssets().Num() > 0)
{
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(InContext.GetAssets()[0]))
{
FAnimNode_BlendSpacePlayer& AnimNode = InContext.GetAnimNode<FAnimNode_BlendSpacePlayer>();
AnimNode.SetBlendSpace(BlendSpace);
}
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == NULL)
{
// we may have a connected node
if (BlendSpacePin == nullptr || BlendSpacePin->LinkedTo.Num() == 0)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
}
else if (Cast<UAimOffsetBlendSpace>(BlendSpaceToCheck) == NULL &&
Cast<UAimOffsetBlendSpace1D>(BlendSpaceToCheck) == NULL)
{
MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
}
else if (ForSkeleton)
{
USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
if (BlendSpaceSkeleton == nullptr)
{
MessageLog.Error(TEXT("@@ references blendspace that uses a missing skeleton @@"), this, BlendSpaceSkeleton);
}
}
if (UAnimationSettings::Get()->bEnablePerformanceLog)
{
if (Node.LODThreshold < 0)
{
MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
}
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", LOCTEXT("BlendSpaceHeading", "Blend Space"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToAimOffsetLookAt);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToAimOffsetGraph);
}
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if(Node.GetBlendSpace())
{
HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
}
EAnimAssetHandlerType UAnimGraphNode_RotationOffsetBlendSpace::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && IsAimOffsetBlendSpace(AssetClass))
{
return EAnimAssetHandlerType::PrimaryHandler;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, Alpha))
{
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Float);
if (!Pin->bHidden)
{
Pin->PinFriendlyName = Node.AlphaScaleBias.GetFriendlyName(Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName));
}
}
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, bAlphaBoolEnabled))
{
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Bool);
}
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaCurveName))
{
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Curve);
if (!Pin->bHidden)
{
Pin->PinFriendlyName = Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName);
}
}
}
void UAnimGraphNode_RotationOffsetBlendSpace::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None);
// Reconstruct node to show updates to PinFriendlyNames.
if ((PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaScaleBias))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bMapRange))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputRange, Min))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputRange, Max))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, Scale))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, Bias))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bClampResult))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, ClampMin))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, ClampMax))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bInterpResult))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, InterpSpeedIncreasing))
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, InterpSpeedDecreasing)))
{
ReconstructNode();
}
if (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaInputType))
{
FScopedTransaction Transaction(LOCTEXT("ChangeAlphaInputType", "Change Alpha Input Type"));
Modify();
// Break links to pins going away
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Pins[PinIndex];
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, Alpha))
{
if (Node.AlphaInputType != EAnimAlphaInputType::Float)
{
Pin->BreakAllPinLinks();
PropertyBindings.Remove(Pin->PinName);
}
}
else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, bAlphaBoolEnabled))
{
if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
{
Pin->BreakAllPinLinks();
PropertyBindings.Remove(Pin->PinName);
}
}
else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaCurveName))
{
if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
{
Pin->BreakAllPinLinks();
PropertyBindings.Remove(Pin->PinName);
}
}
}
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UAnimGraphNode_RotationOffsetBlendSpace::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
Super::CustomizeDetails(DetailBuilder);
TSharedRef<IPropertyHandle> NodeHandle = DetailBuilder.GetProperty(FName(TEXT("Node")), GetClass());
if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, bAlphaBoolEnabled)));
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaBoolBlend)));
}
if (Node.AlphaInputType != EAnimAlphaInputType::Float)
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, Alpha)));
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaScaleBias)));
}
if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaCurveName)));
}
if ((Node.AlphaInputType != EAnimAlphaInputType::Float)
&& (Node.AlphaInputType != EAnimAlphaInputType::Curve))
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaScaleBiasClamp)));
}
}
UAnimationAsset* UAnimGraphNode_RotationOffsetBlendSpace::GetAnimationAsset() const
{
UBlendSpace* BlendSpace = Node.GetBlendSpace();
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpace == nullptr)
{
BlendSpace = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
return BlendSpace;
}
#undef LOCTEXT_NAMESPACE