Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintExtension_StateMachine.h
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

59 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AnimBlueprintExtension.h"
#include "AnimBlueprintExtension_StateMachine.generated.h"
class UK2Node_CallFunction;
class UK2Node_AnimGetter;
class UK2Node_TransitionRuleGetter;
class UAnimGraphNode_Base;
class UAnimStateTransitionNode;
class UEdGraph;
class UEdGraphNode;
struct FAnimNotifyEvent;
class IAnimBlueprintCompilerCreationContext;
class IAnimBlueprintGeneratedClassCompiledData;
class IAnimBlueprintCompilationContext;
class IAnimBlueprintCompilationBracketContext;
UCLASS(MinimalAPI)
class UAnimBlueprintExtension_StateMachine : public UAnimBlueprintExtension
{
GENERATED_BODY()
public:
// This function does the following steps:
// Clones the nodes in the specified source graph
// Merges them into the ConsolidatedEventGraph
// Processes any animation nodes
// Returns the index of the processed cloned version of SourceRootNode
// If supplied, will also return an array of all cloned nodes
int32 ExpandGraphAndProcessNodes(UEdGraph* SourceGraph, UAnimGraphNode_Base* SourceRootNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData, UAnimStateTransitionNode* TransitionNode = nullptr, TArray<UEdGraphNode*>* ClonedNodes = nullptr);
private:
// UAnimBlueprintExtension interface
virtual void HandleBeginCompilation(IAnimBlueprintCompilerCreationContext& InCreationContext) override;
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;
// Spawns a function call node, calling a function on the anim instance
UK2Node_CallFunction* SpawnCallAnimInstanceFunction(IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphNode* SourceNode, FName FunctionName);
// Convert transition getters into a function call/etc...
void ProcessTransitionGetter(UK2Node_TransitionRuleGetter* Getter, UAnimStateTransitionNode* TransitionNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
// Automatically fill in parameters for the specified Getter node
void AutoWireAnimGetter(UK2Node_AnimGetter* Getter, UAnimStateTransitionNode* InTransitionNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
private:
// List of getter node's we've found so the auto-wire can be deferred till after state machine compilation
TArray<UK2Node_AnimGetter*> FoundGetterNodes;
// Preprocessed lists of getters from the root of the ubergraph
TArray<UK2Node_TransitionRuleGetter*> RootTransitionGetters;
TArray<UK2Node_AnimGetter*> RootGraphAnimGetters;
};