Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationGraphSchema.cpp
Marc Audy 6fb39af50b Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6662737
#rb
#rnx

[CL 6664141 by Marc Audy in Dev-Framework branch]
2019-05-29 11:33:11 -04:00

814 lines
27 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimationGraphSchema.cpp
=============================================================================*/
#include "AnimationGraphSchema.h"
#include "Animation/AnimationAsset.h"
#include "Animation/AnimBlueprint.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "K2Node.h"
#include "EdGraphSchema_K2_Actions.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Animation/AnimSequence.h"
#include "AnimStateNode.h"
#include "Animation/BlendSpace.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "Animation/AnimNodeBase.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimGraphNode_BlendSpacePlayer.h"
#include "AnimGraphNode_ComponentToLocalSpace.h"
#include "AnimGraphNode_LocalToComponentSpace.h"
#include "AnimGraphNode_Root.h"
#include "AnimGraphNode_RotationOffsetBlendSpace.h"
#include "AnimGraphNode_SequencePlayer.h"
#include "Animation/PoseAsset.h"
#include "AnimGraphNode_PoseBlendNode.h"
#include "AnimGraphNode_PoseByName.h"
#include "AnimGraphCommands.h"
#include "K2Node_Knot.h"
#include "ScopedTransaction.h"
#include "Animation/AnimMontage.h"
#include "AnimGraphNode_SubInput.h"
#define LOCTEXT_NAMESPACE "AnimationGraphSchema"
/////////////////////////////////////////////////////
// UAnimationGraphSchema
UAnimationGraphSchema::UAnimationGraphSchema(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PN_SequenceName = TEXT("Sequence");
NAME_NeverAsPin = TEXT("NeverAsPin");
NAME_PinHiddenByDefault = TEXT("PinHiddenByDefault");
NAME_PinShownByDefault = TEXT("PinShownByDefault");
NAME_AlwaysAsPin = TEXT("AlwaysAsPin");
NAME_OnEvaluate = TEXT("OnEvaluate");
NAME_CustomizeProperty = TEXT("CustomizeProperty");
DefaultEvaluationHandlerName = TEXT("EvaluateGraphExposedInputs");
}
FLinearColor UAnimationGraphSchema::GetPinTypeColor(const FEdGraphPinType& PinType) const
{
const bool bAdditive = PinType.PinSubCategory == TEXT("Additive");
if (UAnimationGraphSchema::IsLocalSpacePosePin(PinType))
{
if (bAdditive)
{
return FLinearColor(0.12, 0.60, 0.10);
}
else
{
return FLinearColor::White;
}
}
else if (UAnimationGraphSchema::IsComponentSpacePosePin(PinType))
{
//@TODO: Pick better colors
if (bAdditive)
{
return FLinearColor(0.12, 0.60, 0.60);
}
else
{
return FLinearColor(0.20f, 0.50f, 1.00f);
}
}
return Super::GetPinTypeColor(PinType);
}
EGraphType UAnimationGraphSchema::GetGraphType(const UEdGraph* TestEdGraph) const
{
return GT_Animation;
}
void UAnimationGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
// Create the result node
FGraphNodeCreator<UAnimGraphNode_Root> NodeCreator(Graph);
UAnimGraphNode_Root* ResultSinkNode = NodeCreator.CreateNode();
NodeCreator.Finalize();
SetNodeMetaData(ResultSinkNode, FNodeMetadata::DefaultGraphNode);
}
void UAnimationGraphSchema::HandleGraphBeingDeleted(UEdGraph& GraphBeingRemoved) const
{
if (UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(&GraphBeingRemoved))
{
// Look for state nodes that reference this graph
TArray<UAnimStateNodeBase*> StateNodes;
FBlueprintEditorUtils::GetAllNodesOfClassEx<UAnimStateNode>(Blueprint, StateNodes);
TSet<UAnimStateNodeBase*> NodesToDelete;
for (int32 i = 0; i < StateNodes.Num(); ++i)
{
UAnimStateNodeBase* StateNode = StateNodes[i];
if (StateNode->GetBoundGraph() == &GraphBeingRemoved)
{
NodesToDelete.Add(StateNode);
}
}
// Delete the node that owns us
ensure(NodesToDelete.Num() <= 1);
for (TSet<UAnimStateNodeBase*>::TIterator It(NodesToDelete); It; ++It)
{
UAnimStateNodeBase* NodeToDelete = *It;
FBlueprintEditorUtils::RemoveNode(Blueprint, NodeToDelete, true);
// Prevent re-entrancy here
NodeToDelete->ClearBoundGraph();
}
}
}
bool UAnimationGraphSchema::IsPosePin(const FEdGraphPinType& PinType)
{
return IsLocalSpacePosePin(PinType) || IsComponentSpacePosePin(PinType);
}
bool UAnimationGraphSchema::IsLocalSpacePosePin(const FEdGraphPinType& PinType)
{
UScriptStruct* PoseLinkStruct = FPoseLink::StaticStruct();
return (PinType.PinCategory == UAnimationGraphSchema::PC_Struct) && (PinType.PinSubCategoryObject == PoseLinkStruct);
}
bool UAnimationGraphSchema::IsComponentSpacePosePin(const FEdGraphPinType& PinType)
{
UScriptStruct* ComponentSpacePoseLinkStruct = FComponentSpacePoseLink::StaticStruct();
return (PinType.PinCategory == UAnimationGraphSchema::PC_Struct) && (PinType.PinSubCategoryObject == ComponentSpacePoseLinkStruct);
}
FEdGraphPinType UAnimationGraphSchema::MakeLocalSpacePosePin()
{
FEdGraphPinType PinType;
PinType.ResetToDefaults();
PinType.PinCategory = UAnimationGraphSchema::PC_Struct;
PinType.PinSubCategoryObject = FPoseLink::StaticStruct();
return PinType;
}
FEdGraphPinType UAnimationGraphSchema::MakeComponentSpacePosePin()
{
FEdGraphPinType PinType;
PinType.ResetToDefaults();
PinType.PinCategory = UAnimationGraphSchema::PC_Struct;
PinType.PinSubCategoryObject = FComponentSpacePoseLink::StaticStruct();
return PinType;
}
bool UAnimationGraphSchema::TryCreateConnection(UEdGraphPin* A, UEdGraphPin* B) const
{
UEdGraphPin* OutputPin = nullptr;
UEdGraphPin* InputPin = nullptr;
if(A->Direction == EEdGraphPinDirection::EGPD_Output)
{
OutputPin = A;
InputPin = B;
}
else
{
OutputPin = B;
InputPin = A;
}
check(OutputPin && InputPin);
UEdGraphNode* OutputNode = OutputPin->GetOwningNode();
if(UK2Node_Knot* RerouteNode = Cast<UK2Node_Knot>(OutputNode))
{
// Double check this is our "exec"-like line
bool bOutputIsPose = IsPosePin(OutputPin->PinType);
bool bInputIsPose = IsPosePin(InputPin->PinType);
bool bHavePosePin = bOutputIsPose || bInputIsPose;
bool bHaveWildPin = InputPin->PinType.PinCategory == PC_Wildcard || OutputPin->PinType.PinCategory == PC_Wildcard;
if((bOutputIsPose && bInputIsPose) || (bHavePosePin && bHaveWildPin))
{
// Ok this is a valid exec-like line, we need to kill any connections already on the output pin
OutputPin->BreakAllPinLinks();
}
}
return Super::TryCreateConnection(A, B);
}
const FPinConnectionResponse UAnimationGraphSchema::DetermineConnectionResponseOfCompatibleTypedPins(const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UEdGraphPin* InputPin, const UEdGraphPin* OutputPin) const
{
// Enforce a tree hierarchy; where poses can only have one output (parent) connection
if (IsPosePin(OutputPin->PinType) && IsPosePin(InputPin->PinType))
{
if ((OutputPin->LinkedTo.Num() > 0) || (InputPin->LinkedTo.Num() > 0))
{
const ECanCreateConnectionResponse ReplyBreakOutputs = CONNECT_RESPONSE_BREAK_OTHERS_AB;
return FPinConnectionResponse(ReplyBreakOutputs, TEXT("Replace existing connections"));
}
}
// Fall back to standard K2 rules
return Super::DetermineConnectionResponseOfCompatibleTypedPins(PinA, PinB, InputPin, OutputPin);
}
bool UAnimationGraphSchema::ArePinsCompatible(const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UClass* CallingContext, bool bIgnoreArray) const
{
// both are pose pin, but doesn't match type, then return false;
if (IsPosePin(PinA->PinType) && IsPosePin(PinB->PinType) && IsLocalSpacePosePin(PinA->PinType) != IsLocalSpacePosePin(PinB->PinType))
{
return false;
}
// Disallow pose pins connecting to wildcards (apart from reroute nodes)
if(IsPosePin(PinA->PinType) && PinB->PinType.PinCategory == PC_Wildcard)
{
return Cast<UK2Node_Knot>(PinB->GetOwningNode()) != nullptr;
}
else if(IsPosePin(PinB->PinType) && PinA->PinType.PinCategory == PC_Wildcard)
{
return Cast<UK2Node_Knot>(PinA->GetOwningNode()) != nullptr;
}
return Super::ArePinsCompatible(PinA, PinB, CallingContext, bIgnoreArray);
}
bool UAnimationGraphSchema::DoesSupportAnimNotifyActions() const
{
// Don't offer notify items in anim graph
return false;
}
void UAnimationGraphSchema::CreateFunctionGraphTerminators(UEdGraph& Graph, UClass* Class) const
{
if(const UAnimationGraphSchema* Schema = ExactCast<UAnimationGraphSchema>(Graph.GetSchema()))
{
const FName GraphName = Graph.GetFName();
// Get the function GUID from the most up-to-date class
FGuid GraphGuid;
FBlueprintEditorUtils::GetFunctionGuidFromClassByFieldName(FBlueprintEditorUtils::GetMostUpToDateClass(Class), GraphName, GraphGuid);
// Create a root node
FGraphNodeCreator<UAnimGraphNode_Root> RootNodeCreator(Graph);
UAnimGraphNode_Root* RootNode = RootNodeCreator.CreateNode();
RootNodeCreator.Finalize();
SetNodeMetaData(RootNode, FNodeMetadata::DefaultGraphNode);
UFunction* InterfaceToImplement = FindField<UFunction>(Class, GraphName);
if (InterfaceToImplement)
{
// Propagate group from metadata
TArray<UAnimGraphNode_Root*> RootNodes;
Graph.GetNodesOfClass<UAnimGraphNode_Root>(RootNodes);
check(RootNodes.Num() == 1);
RootNodes[0]->Node.Group = *InterfaceToImplement->GetMetaDataText(TEXT("Category"), TEXT("UObjectCategory"), InterfaceToImplement->GetFullGroupName(false)).ToString();
int32 CurrentPoseIndex = 0;
for (TFieldIterator<UProperty> PropIt(InterfaceToImplement); PropIt && (PropIt->PropertyFlags & CPF_Parm); ++PropIt)
{
UProperty* Param = *PropIt;
const bool bIsFunctionInput = !Param->HasAnyPropertyFlags(CPF_OutParm) || Param->HasAnyPropertyFlags(CPF_ReferenceParm);
if (bIsFunctionInput)
{
FEdGraphPinType PinType;
if(Schema->ConvertPropertyToPinType(Param, PinType))
{
// Create sub-input for each pose pin type
if(UAnimationGraphSchema::IsPosePin(PinType))
{
FGraphNodeCreator<UAnimGraphNode_SubInput> SubInputNodeCreator(Graph);
UAnimGraphNode_SubInput* SubInputNode = SubInputNodeCreator.CreateNode();
SubInputNode->FunctionReference.SetExternalMember(GraphName, Class, GraphGuid);
SubInputNode->Node.Name = Param->GetFName();
SubInputNode->InputPoseIndex = CurrentPoseIndex;
SubInputNode->ReconstructNode();
SetNodeMetaData(SubInputNode, FNodeMetadata::DefaultGraphNode);
SubInputNodeCreator.Finalize();
CurrentPoseIndex++;
}
}
}
}
}
AutoArrangeInterfaceGraph(Graph);
}
else
{
Super::CreateFunctionGraphTerminators(Graph, Class);
}
}
bool UAnimationGraphSchema::SearchForAutocastFunction(const UEdGraphPin* OutputPin, const UEdGraphPin* InputPin, FName& TargetFunction, /*out*/ UClass*& FunctionOwner) const
{
if (IsComponentSpacePosePin(OutputPin->PinType) && IsLocalSpacePosePin(InputPin->PinType))
{
// Insert a Component To LocalSpace conversion
return true;
}
else if (IsLocalSpacePosePin(OutputPin->PinType) && IsComponentSpacePosePin(InputPin->PinType))
{
// Insert a Local To ComponentSpace conversion
return true;
}
else
{
return Super::SearchForAutocastFunction(OutputPin, InputPin, TargetFunction, FunctionOwner);
}
}
bool UAnimationGraphSchema::CreateAutomaticConversionNodeAndConnections(UEdGraphPin* PinA, UEdGraphPin* PinB) const
{
// Determine which pin is an input and which pin is an output
UEdGraphPin* InputPin = NULL;
UEdGraphPin* OutputPin = NULL;
if (!CategorizePinsByDirection(PinA, PinB, /*out*/ InputPin, /*out*/ OutputPin))
{
return false;
}
// Look for animation specific conversion operations
UK2Node* TemplateNode = NULL;
if (IsComponentSpacePosePin(OutputPin->PinType) && IsLocalSpacePosePin(InputPin->PinType))
{
TemplateNode = NewObject<UAnimGraphNode_ComponentToLocalSpace>();
}
else if (IsLocalSpacePosePin(OutputPin->PinType) && IsComponentSpacePosePin(InputPin->PinType))
{
TemplateNode = NewObject<UAnimGraphNode_LocalToComponentSpace>();
}
// Spawn the conversion node if it's specific to animation
if (TemplateNode != NULL)
{
UEdGraph* Graph = InputPin->GetOwningNode()->GetGraph();
FVector2D AverageLocation = CalculateAveragePositionBetweenNodes(InputPin, OutputPin);
UK2Node* ConversionNode = FEdGraphSchemaAction_K2NewNode::SpawnNodeFromTemplate<UK2Node>(Graph, TemplateNode, AverageLocation);
AutowireConversionNode(InputPin, OutputPin, ConversionNode);
return true;
}
else
{
// Give the regular conversions a shot
return Super::CreateAutomaticConversionNodeAndConnections(PinA, PinB);
}
}
bool IsAimOffsetBlendSpace(UBlendSpaceBase* BlendSpace)
{
return BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
}
void UAnimationGraphSchema::SpawnNodeFromAsset(UAnimationAsset* Asset, const FVector2D& GraphPosition, UEdGraph* Graph, UEdGraphPin* PinIfAvailable)
{
check(Graph);
check(Graph->GetSchema()->IsA(UAnimationGraphSchema::StaticClass()));
check(Asset);
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(Graph));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
const bool bTypeMatch = (PinIfAvailable == NULL) || UAnimationGraphSchema::IsLocalSpacePosePin(PinIfAvailable->PinType);
const bool bDirectionMatch = (PinIfAvailable == NULL) || (PinIfAvailable->Direction == EGPD_Input);
if (bSkelMatch && bTypeMatch && bDirectionMatch)
{
FEdGraphSchemaAction_K2NewNode Action;
UClass* NewNodeClass = GetNodeClassForAsset(Asset->GetClass());
if (NewNodeClass)
{
check(NewNodeClass->IsChildOf(UAnimGraphNode_AssetPlayerBase::StaticClass()));
UAnimGraphNode_AssetPlayerBase* NewNode = NewObject<UAnimGraphNode_AssetPlayerBase>(GetTransientPackage(), NewNodeClass);
NewNode->SetAnimationAsset(Asset);
Action.NodeTemplate = NewNode;
Action.PerformAction(Graph, PinIfAvailable, GraphPosition);
}
}
}
void UAnimationGraphSchema::UpdateNodeWithAsset(UK2Node* K2Node, UAnimationAsset* Asset)
{
if (Asset != NULL)
{
if (UAnimGraphNode_AssetPlayerBase* AssetPlayerNode = Cast<UAnimGraphNode_AssetPlayerBase>(K2Node))
{
if (AssetPlayerNode->SupportsAssetClass(Asset->GetClass()) != EAnimAssetHandlerType::NotSupported)
{
const FScopedTransaction Transaction(LOCTEXT("UpdateNodeWithAsset", "Updating Node with Asset"));
AssetPlayerNode->Modify();
AssetPlayerNode->SetAnimationAsset(Asset);
K2Node->GetSchema()->ForceVisualizationCacheClear();
K2Node->ReconstructNode();
}
}
}
}
void UAnimationGraphSchema::DroppedAssetsOnGraph( const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraph* Graph ) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset != NULL) && (Graph != NULL))
{
SpawnNodeFromAsset(Asset, GraphPosition, Graph, NULL);
}
}
void UAnimationGraphSchema::DroppedAssetsOnNode(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
UK2Node* K2Node = Cast<UK2Node>(Node);
if ((Asset != NULL) && (K2Node!= NULL))
{
UpdateNodeWithAsset(K2Node, Asset);
}
}
void UAnimationGraphSchema::DroppedAssetsOnPin(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset != NULL) && (Pin != NULL))
{
// Don't have access to bounding information for node, using fixed offset that should work for most cases.
const FVector2D FixedOffset(-250.0f, 50.0f);
SpawnNodeFromAsset(Asset, GraphPosition + FixedOffset, Pin->GetOwningNode()->GetGraph(), Pin);
}
}
void UAnimationGraphSchema::GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset == NULL) || (HoverNode == NULL) || !HoverNode->IsA(UAnimGraphNode_Base::StaticClass()))
{
OutTooltipText = TEXT("");
OutOkIcon = false;
return;
}
bool bCanPlayAsset = SupportNodeClassForAsset(Asset->GetClass(), HoverNode->GetClass());
// this one only should happen when there is an Anim Blueprint
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(HoverNode));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
if (!bSkelMatch)
{
OutOkIcon = false;
OutTooltipText = LOCTEXT("SkeletonsNotCompatible", "Skeletons are not compatible").ToString();
}
else if (bCanPlayAsset)
{
OutOkIcon = true;
OutTooltipText = FText::Format(LOCTEXT("AssetNodeHoverMessage_Success", "Change node to play '{0}'"), FText::FromString(Asset->GetName())).ToString();
}
else
{
OutOkIcon = false;
OutTooltipText = FText::Format(LOCTEXT("AssetNodeHoverMessage_Fail", "Cannot play '{0}' on this node type"), FText::FromString(Asset->GetName())).ToString();
}
}
void UAnimationGraphSchema::GetAssetsPinHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset == NULL) || (HoverPin == NULL))
{
OutTooltipText = TEXT("");
OutOkIcon = false;
return;
}
// this one only should happen when there is an Anim Blueprint
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(HoverPin->GetOwningNode()));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
const bool bTypeMatch = UAnimationGraphSchema::IsLocalSpacePosePin(HoverPin->PinType);
const bool bDirectionMatch = HoverPin->Direction == EGPD_Input;
if (bSkelMatch && bTypeMatch && bDirectionMatch)
{
OutOkIcon = true;
OutTooltipText = FText::Format(LOCTEXT("AssetPinHoverMessage_Success", "Play {0} and feed to {1}"), FText::FromString(Asset->GetName()), FText::FromName(HoverPin->PinName)).ToString();
}
else
{
OutOkIcon = false;
OutTooltipText = LOCTEXT("AssetPinHoverMessage_Fail", "Type or direction mismatch; must be wired to a pose input").ToString();
}
}
void UAnimationGraphSchema::GetAssetsGraphHoverMessage(const TArray<FAssetData>& Assets, const UEdGraph* HoverGraph, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if (Asset)
{
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(HoverGraph));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
if (!bSkelMatch)
{
OutOkIcon = false;
OutTooltipText = LOCTEXT("SkeletonsNotCompatible", "Skeletons are not compatible").ToString();
}
else if(UAnimMontage* Montage = FAssetData::GetFirstAsset<UAnimMontage>(Assets))
{
OutOkIcon = false;
OutTooltipText = LOCTEXT("NoMontagesInAnimGraphs", "Montages cannot be used in animation graphs").ToString();
}
else
{
OutOkIcon = true;
OutTooltipText = TEXT("");
}
}
}
void UAnimationGraphSchema::GetContextMenuActions(const UEdGraph* CurrentGraph, const UEdGraphNode* InGraphNode, const UEdGraphPin* InGraphPin, FMenuBuilder* MenuBuilder, bool bIsDebugging) const
{
Super::GetContextMenuActions(CurrentGraph, InGraphNode, InGraphPin, MenuBuilder, bIsDebugging);
if (const UAnimGraphNode_Base* AnimGraphNode = Cast<const UAnimGraphNode_Base>(InGraphNode))
{
MenuBuilder->BeginSection("AnimGraphSchemaNodeActions", LOCTEXT("AnimNodeActionsMenuHeader", "Anim Node Actions"));
{
// Node contextual actions
MenuBuilder->AddMenuEntry(FAnimGraphCommands::Get().TogglePoseWatch);
}
MenuBuilder->EndSection();
}
}
FText UAnimationGraphSchema::GetPinDisplayName(const UEdGraphPin* Pin) const
{
check(Pin != NULL);
FText DisplayName = Super::GetPinDisplayName(Pin);
if (UAnimGraphNode_Base* Node = Cast<UAnimGraphNode_Base>(Pin->GetOwningNode()))
{
FString ProcessedDisplayName = DisplayName.ToString();
Node->PostProcessPinName(Pin, ProcessedDisplayName);
DisplayName = FText::FromString(ProcessedDisplayName);
}
return DisplayName;
}
void UAnimationGraphSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
if (GetGraphType(&Graph) == GT_Animation)
{
DisplayInfo.PlainName = FText::FromString(Graph.GetName());
DisplayInfo.DisplayName = DisplayInfo.PlainName;
DisplayInfo.Tooltip = Graph.GetFName() == UEdGraphSchema_K2::GN_AnimGraph ?
LOCTEXT("GraphTooltip_AnimGraph", "Graph used to blend together different animations.") :
LOCTEXT("GraphTooltip_AnimGraphLayer", "Layer used to organize blending into sub-graphs.");
if(!Graph.bAllowDeletion)
{
// Might be from an interface, so check
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(&Graph);
TSubclassOf<UInterface> Interface;
auto FindInterfaceForGraph = [&Blueprint, &Graph](TSubclassOf<UInterface>& OutInterface)
{
for(const FBPInterfaceDescription& InterfaceDesc : Blueprint->ImplementedInterfaces)
{
for(UEdGraph* InterfaceGraph : InterfaceDesc.Graphs)
{
if(InterfaceGraph == &Graph)
{
OutInterface = InterfaceDesc.Interface;
return true;
}
}
}
return false;
};
if(FindInterfaceForGraph(Interface))
{
DisplayInfo.Tooltip = FText::Format(LOCTEXT("GraphTooltip_AnimGraphInterface", "Layer inherited from interface '{0}'."), FText::FromString(Interface.Get()->GetName()));
}
}
DisplayInfo.DocLink = TEXT("Shared/Editors/BlueprintEditor/GraphTypes");
DisplayInfo.DocExcerptName = TEXT("AnimGraph");
}
else
{
Super::GetGraphDisplayInformation(Graph, DisplayInfo);
}
}
void UAnimationGraphSchema::AutoArrangeInterfaceGraph(UEdGraph& Graph)
{
// auto-arrange all nodes now
TArray<UAnimGraphNode_Root*> RootNodes;
Graph.GetNodesOfClass<UAnimGraphNode_Root>(RootNodes);
check(RootNodes.Num() == 1);
UAnimGraphNode_Root* Root = RootNodes[0];
TArray<UAnimGraphNode_SubInput*> SubInputNodes;
Graph.GetNodesOfClass<UAnimGraphNode_SubInput>(SubInputNodes);
FBox2D RootBounds(FVector2D(Root->NodePosX, Root->NodePosY), FVector2D(Root->NodePosX + 130, Root->NodePosY + 200));
float TotalHeight = 0.0f;
float MaxWidth = 0.0f;
const int32 HeightPerProperty = 30;
for(UAnimGraphNode_SubInput* Node : SubInputNodes)
{
FBox2D SubInputBounds(
FVector2D(Node->NodePosX, Node->NodePosY),
FVector2D(Node->NodePosX + 400, Node->NodePosY + 100 + (Node->GetNumInputs() * HeightPerProperty))
);
FVector2D BoundsSize = SubInputBounds.GetSize();
TotalHeight += BoundsSize.Y + 10.0f;
MaxWidth = FMath::Max(BoundsSize.X, MaxWidth);
}
float NodeOffset = RootBounds.GetCenter().Y - (TotalHeight * 0.5f);
float NodePosX = RootBounds.Min.X - (MaxWidth + 100.0f);
for(UAnimGraphNode_SubInput* Node : SubInputNodes)
{
Node->NodePosX = NodePosX;
Node->NodePosY = NodeOffset;
FBox2D SubInputBounds(
FVector2D(Node->NodePosX, Node->NodePosY),
FVector2D(Node->NodePosX + 400, Node->NodePosY + 100 + (Node->GetNumInputs() * HeightPerProperty))
);
NodeOffset += SubInputBounds.GetSize().Y + 10.0f;
}
}
void UAnimationGraphSchema::ConformAnimGraphToInterface(UBlueprint* InBlueprint, UEdGraph& InGraph, UFunction* InFunction)
{
if(const UAnimationGraphSchema* Schema = ExactCast<UAnimationGraphSchema>(InGraph.GetSchema()))
{
// Propagate group from metadata
TArray<UAnimGraphNode_Root*> RootNodes;
InGraph.GetNodesOfClass<UAnimGraphNode_Root>(RootNodes);
check(RootNodes.Num() == 1);
RootNodes[0]->Node.Group = *InFunction->GetMetaDataText(TEXT("Category"), TEXT("UObjectCategory"), InFunction->GetFullGroupName(false)).ToString();
TArray<UAnimGraphNode_SubInput*> SubInputNodes;
InGraph.GetNodesOfClass<UAnimGraphNode_SubInput>(SubInputNodes);
for(UAnimGraphNode_SubInput* SubInputNode : SubInputNodes)
{
// Sync pose names in case they have changed
SubInputNode->ConformInputPoseName();
// Clean up any old sub-inputs that no longer exist
if(!SubInputNode->ValidateAgainstFunctionReference())
{
InGraph.RemoveNode(SubInputNode);
}
}
UClass* InterfaceClass = CastChecked<UClass>(InFunction->GetOuter());
// Add any inputs that are not present in the graph (matching by pose index)
int32 CurrentPoseIndex = 0;
for (TFieldIterator<UProperty> PropIt(InFunction); PropIt && (PropIt->PropertyFlags & CPF_Parm); ++PropIt)
{
UProperty* Param = *PropIt;
const bool bIsFunctionInput = !Param->HasAnyPropertyFlags(CPF_OutParm) || Param->HasAnyPropertyFlags(CPF_ReferenceParm);
if (bIsFunctionInput)
{
FEdGraphPinType PinType;
if(Schema->ConvertPropertyToPinType(Param, PinType))
{
// Create sub-input for each pose pin type
if(UAnimationGraphSchema::IsPosePin(PinType))
{
UAnimGraphNode_SubInput** MatchingNode = SubInputNodes.FindByPredicate(
[CurrentPoseIndex](UAnimGraphNode_SubInput* InSubInput)
{
return InSubInput->InputPoseIndex == CurrentPoseIndex;
});
if(MatchingNode == nullptr)
{
const FName GraphName = InGraph.GetFName();
// Get the function GUID from the most up-to-date class
FGuid GraphGuid;
FBlueprintEditorUtils::GetFunctionGuidFromClassByFieldName(FBlueprintEditorUtils::GetMostUpToDateClass(InterfaceClass), GraphName, GraphGuid);
// not found, add this node
FGraphNodeCreator<UAnimGraphNode_SubInput> SubInputNodeCreator(InGraph);
UAnimGraphNode_SubInput* SubInputNode = SubInputNodeCreator.CreateNode();
SubInputNode->FunctionReference.SetExternalMember(GraphName, InterfaceClass, GraphGuid);
SubInputNode->Node.Name = Param->GetFName();
SubInputNode->InputPoseIndex = CurrentPoseIndex;
SubInputNode->ReconstructNode();
SetNodeMetaData(SubInputNode, FNodeMetadata::DefaultGraphNode);
SubInputNodeCreator.Finalize();
FVector2D NewPosition = GetPositionForNewSubInputNode(InGraph);
SubInputNode->NodePosX = NewPosition.X;
SubInputNode->NodePosY = NewPosition.Y;
}
CurrentPoseIndex++;
}
}
}
}
}
}
FVector2D UAnimationGraphSchema::GetPositionForNewSubInputNode(UEdGraph& InGraph)
{
TArray<UAnimGraphNode_SubInput*> SubInputNodes;
InGraph.GetNodesOfClass<UAnimGraphNode_SubInput>(SubInputNodes);
if(SubInputNodes.Num() == 0)
{
TArray<UAnimGraphNode_Base*> AllNodes;
InGraph.GetNodesOfClass<UAnimGraphNode_Base>(AllNodes);
// No nodes, so insert to the top-left of all existing nodes.
FBox2D AllNodesBounds;
for(UAnimGraphNode_Base* Node : AllNodes)
{
FBox2D NodeBounds(
FVector2D(Node->NodePosX, Node->NodePosY),
FVector2D(Node->NodePosX + 400, Node->NodePosY + 100)
);
AllNodesBounds += NodeBounds;
}
return FVector2D(AllNodesBounds.Min.X - 300.0f, AllNodesBounds.Min.Y);
}
else
{
const int32 HeightPerProperty = 30;
// Some existing sub-inputs. Insert below the bottom-most one.
UAnimGraphNode_SubInput* Node = SubInputNodes[0];
FBox2D BottomMostSubInputBounds(
FVector2D(Node->NodePosX, Node->NodePosY),
FVector2D(Node->NodePosX + 400, Node->NodePosY + 100 + (Node->GetNumInputs() * HeightPerProperty))
);
for(int32 SubInputIndex = 1; SubInputIndex < SubInputNodes.Num(); ++SubInputIndex)
{
Node = SubInputNodes[SubInputIndex];
FBox2D SubInputBounds(
FVector2D(Node->NodePosX, Node->NodePosY),
FVector2D(Node->NodePosX + 400, Node->NodePosY + 100 + (Node->GetNumInputs() * HeightPerProperty))
);
if(SubInputBounds.Min.Y > BottomMostSubInputBounds.Min.Y)
{
BottomMostSubInputBounds = SubInputBounds;
}
}
return FVector2D(BottomMostSubInputBounds.Min.X, BottomMostSubInputBounds.Max.Y + 10.0f);
}
}
#undef LOCTEXT_NAMESPACE