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#rb Jurre.deBaare #ROBOMERGE-SOURCE: CL 16739973 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16739975 by thomas sarkanen in ue5-release-engine-test branch]
60 lines
1.9 KiB
C++
60 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_PoseHandler.h"
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#include "Animation/PoseAsset.h"
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#include "AnimNodes/AnimNode_PoseHandler.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "IAnimBlueprintNodeOverrideAssetsContext.h"
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UAnimGraphNode_PoseHandler::UAnimGraphNode_PoseHandler(const FObjectInitializer& ObjectInitializer)
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:Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_PoseHandler::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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ValidateAnimNodeDuringCompilationHelper(ForSkeleton, MessageLog, GetPoseHandlerNode()->PoseAsset, UPoseAsset::StaticClass(), FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset)), GET_MEMBER_NAME_CHECKED(FAnimNode_PoseHandler, PoseAsset));
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}
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void UAnimGraphNode_PoseHandler::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UPoseAsset* PoseAsset = Cast<UPoseAsset>(Asset))
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{
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GetPoseHandlerNode()->PoseAsset = PoseAsset;
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}
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}
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void UAnimGraphNode_PoseHandler::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
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{
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if(InContext.GetAssets().Num() > 0)
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{
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if (UPoseAsset* PoseAsset = Cast<UPoseAsset>(InContext.GetAssets()[0]))
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{
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FAnimNode_PoseHandler& AnimNode = InContext.GetAnimNode<FAnimNode_PoseHandler>();
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AnimNode.SetPoseAsset(PoseAsset);
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}
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}
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}
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void UAnimGraphNode_PoseHandler::PreloadRequiredAssets()
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{
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PreloadObject(GetPoseHandlerNode()->PoseAsset);
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Super::PreloadRequiredAssets();
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}
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UAnimationAsset* UAnimGraphNode_PoseHandler::GetAnimationAsset() const
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{
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UPoseAsset* PoseAsset = GetPoseHandlerNode()->PoseAsset;
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UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
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if (PoseAssetPin != nullptr && PoseAsset == nullptr)
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{
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PoseAsset = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
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}
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return PoseAsset;
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}
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