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#jira UE-13391 - Delete old BP menu system (is causing confusion) #codereview Mike.Beach [CL 2514361 by Michael Schoell in Main branch]
135 lines
4.8 KiB
C++
135 lines
4.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "GraphEditorActions.h"
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#include "CompilerResultsLog.h"
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#include "AnimGraphNode_BlendSpaceEvaluator.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_BlendSpaceEvaluator
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_BlendSpaceEvaluator::GetTooltipText() const
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{
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// FText::Format() is slow, so we utilize the cached list title
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return GetNodeTitle(ENodeTitleType::ListView);
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}
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FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (Node.BlendSpace == nullptr)
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{
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("BlendSpaceEvaluator_NONE_ListTitle", "Blendspace Evaluator '(None)'");
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}
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else
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{
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return LOCTEXT("BlendSpaceEvaluator_NONE_Title", "(None)\nBlendspace Evaluator");
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}
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}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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const FText BlendSpaceName = FText::FromString(Node.BlendSpace->GetName());
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendSpaceEvaluatorListTitle", "Blendspace Evaluator '{BlendSpaceName}'"), Args), this);
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}
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else
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{
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FFormatNamedArguments TitleArgs;
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TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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FText Title = FText::Format(LOCTEXT("BlendSpaceEvaluatorFullTitle", "{BlendSpaceName}\nBlendspace Evaluator"), TitleArgs);
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if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("Title"), Title);
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Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
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Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
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}
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitles.SetCachedTitle(TitleType, Title, this);
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}
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}
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return CachedNodeTitles[TitleType];
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// Intentionally empty so that we don't get duplicate blend space entries.
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// You can convert a regular blend space player to an evaluator via the right click context menu
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}
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void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.BlendSpace == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
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}
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else
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{
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USkeleton* BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
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if (BlendSpaceSkeleton&& // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
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}
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
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Node.GroupRole = SyncGroup.GroupRole;
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to single frame
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Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSPlayer);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
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{
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return Node.BlendSpace;
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}
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const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_BlendSpaceEvaluator::StaticStruct();
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}
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#undef LOCTEXT_NAMESPACE |