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Animation Modifier : Fix Modifier on Skeleton Transfered the ownership of 'PreviouslyAppliedModifier' from an animation modifier instance to the animation sequence being applied. This solved the following issue: - Modifier on Skeleton cause USkeleton dirtied everytime the modifier is applied to an animation sequence. - Modifier on Skeleton cannot be re-apply or reverted correctly. - CanRevert & OutOfDate status for Modifier on Skeleton was not reflect the true status of all animation sequences referencing that skeleton. - CurrentAnimSequence/CurrentSkeleton was not set on OnRevert() - IAnimationDataController::FScopedBracket was not open on OnRevert() before re-apply modifier - Stateful animation modifier can now be reverted correctly (Applied modifier instance is nolonger reverted after OnApply call) #preflight 63775e0ff514e1ded99ef095 [CL 23191977 by Jurre deBaare in ue5-main branch]
74 lines
2.8 KiB
C++
74 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Engine/AssetUserData.h"
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#include "HAL/Platform.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "AnimationModifiersAssetUserData.generated.h"
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class FArchive;
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class UAnimationModifier;
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class UObject;
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template <typename T> struct TObjectPtr;
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/** Asset user data which can be added to a USkeleton or UAnimSequence to keep track of Animation Modifiers */
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UCLASS()
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class ANIMATIONMODIFIERS_API UAnimationModifiersAssetUserData : public UAssetUserData
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{
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GENERATED_BODY()
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friend class SAnimationModifiersTab;
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friend class SAnimationModifierContentBrowserWindow;
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friend class FAnimationModifiersModule;
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friend class UAnimationModifier;
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public:
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const TArray<UAnimationModifier*>& GetAnimationModifierInstances() const;
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protected:
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/** Begin UAssetUserData overrides */
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virtual void PostLoad() override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void Serialize(FArchive& Ar) override;
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#if WITH_EDITOR
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virtual void PostEditChangeOwner() override;
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#endif // WITH_EDITOR
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/** End UAssetUserData overrides */
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void AddAnimationModifier(UAnimationModifier* Instance);
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void RemoveAnimationModifierInstance(UAnimationModifier* Instance);
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void ChangeAnimationModifierIndex(UAnimationModifier* Instance, int32 Direction);
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private:
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void RemoveInvalidModifiers();
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protected:
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UPROPERTY()
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TArray<TObjectPtr<UAnimationModifier>> AnimationModifierInstances;
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// Animation modifiers APPLIED on the owning animation sequence
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//
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// - Key = Modifier in AnimationModifierInstances of owning animation sequence or skeleton
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// - Value = Modifier instance applied
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//
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// Applied modifier instances stores (Properties, RevisionGuid, ...) at Apply Time
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// Which are not visible or editable from user interface
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//
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// In contrast, modifiers in AnimationModifierInstances
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// are objects displayed at the Animation Data Modifier window
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// Where Properties are displayed for user editing anytime
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//
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// Note, Modifier on Skeleton (MoS) applied instances are stored on each
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// animation sequence's asset user data, instead of the skeleton's
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// this design is important to enable applied modifiers can be reverted for each sequence
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// also ensure applying MoS (when [re]importing animation) will not affect the skeleton asset
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//
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// The only time MoS stores an applied instance here is upgrading from previous version
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// The "UAnimationModifier::PreviouslyAppliedModifier_DEPRECATED" data will be migrated here
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// To support proper revert for them
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// For more compatibility handling, check UAnimationModifier::PostLoad() and GetAppliedModifier()
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UPROPERTY()
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TMap<FSoftObjectPath, TObjectPtr<UAnimationModifier>> AppliedModifiers;
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};
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