Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
cbrandtieng 98d904fd1f PR #9136: Adding a setting for animation modifiers to reapply post owner change (Contributed by cbrandtieng)
#rb Thomas.Sarkanen
#preflight 6315e8c8ec45fbf3d7b0dd92

[CL 21791261 by cbrandtieng in ue5-main branch]
2022-09-05 08:28:49 -04:00

150 lines
4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimCurveTypes.h"
#include "Animation/AnimEnums.h"
#include "AnimationBlueprintLibrary.h"
#include "Containers/Map.h"
#include "HAL/Platform.h"
#include "HAL/PlatformMisc.h"
#include "Misc/AssertionMacros.h"
#include "Misc/Guid.h"
#include "Misc/MessageDialog.h"
#include "Misc/Optional.h"
#include "Templates/SubclassOf.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "AnimationModifier.generated.h"
class FArchive;
class FName;
class UAnimSequence;
class UClass;
class USkeleton;
struct FFrame;
struct FObjectKey;
UCLASS(Blueprintable, Experimental, config = Editor, defaultconfig)
class ANIMATIONMODIFIERS_API UAnimationModifier : public UObject
{
GENERATED_BODY()
friend class FAnimationModifierDetailCustomization;
public:
UAnimationModifier();
/** Applying and reverting the modifier for the given Animation Sequence */
void ApplyToAnimationSequence(class UAnimSequence* InAnimationSequence);
void RevertFromAnimationSequence(class UAnimSequence* InAnimationSequence);
/** Executed when the Animation is initialized (native event for debugging / testing purposes) */
UFUNCTION(BlueprintNativeEvent)
void OnApply(UAnimSequence* AnimationSequence);
virtual void OnApply_Implementation(UAnimSequence* AnimationSequence) {}
UFUNCTION(BlueprintNativeEvent)
void OnRevert(UAnimSequence* AnimationSequence);
virtual void OnRevert_Implementation(UAnimSequence* AnimationSequence) {}
/** Returns whether or not this modifier can be reverted, which means it will have to been applied (PreviouslyAppliedModifier != nullptr) */
bool CanRevert() const { return PreviouslyAppliedModifier != nullptr; };
/** Whether or not the latest compiled version of the blueprint is applied for this instance */
bool IsLatestRevisionApplied() const;
// Begin UObject Overrides
virtual void PostInitProperties() override;
virtual void Serialize(FArchive& Ar) override;
virtual void PostLoad() override;
// End UObject Overrides
/** If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset. */
UPROPERTY(EditAnywhere, Category = "Settings")
bool bReapplyPostOwnerChange = false;
/** Whether or not this modifier is in the process of being applied to an Animation Asset */
bool IsCurrentlyApplyingModifier() const { return CurrentAnimSequence != nullptr || CurrentSkeleton != nullptr; };
protected:
// Derived class accessors to skeleton and anim sequence
const UAnimSequence* GetAnimationSequence();
const USkeleton* GetSkeleton();
/** Used for natively updating the revision GUID, fairly basic and relies on config files currently */
virtual int32 GetNativeClassRevision() const;
/** Checks if the animation data has to be re-baked / compressed and does so */
void UpdateCompressedAnimationData();
/** Updating of blueprint and native GUIDs*/
void UpdateRevisionGuid(UClass* ModifierClass);
void UpdateNativeRevisionGuid();
/** Applies all instances of the provided Modifier class to its outer Animation Sequence*/
static void ApplyToAll(TSubclassOf<UAnimationModifier> ModifierSubClass, bool bForceApply = true);
static void LoadModifierReferencers(TSubclassOf<UAnimationModifier> ModifierSubClass);
private:
UAnimSequence* CurrentAnimSequence;
USkeleton* CurrentSkeleton;
void UpdateStoredRevisions();
void ResetStoredRevisions();
void SetInstanceRevisionGuid(FGuid Guid);
// This holds the GUID representing the latest version of the modifier
UPROPERTY(/*VisibleAnywhere for testing, Category = Revision*/)
FGuid RevisionGuid;
// This indicates whether or not the modifier is newer than what has been applied
UPROPERTY(/*VisibleAnywhere for testing, Category = Revision */)
FGuid AppliedGuid;
// This holds the latest value returned by UpdateNativeRevisionGuid during the last PostLoad (changing this value will invalidate the GUIDs for all instances)
UPROPERTY(config)
int32 StoredNativeRevision;
/** Serialized version of the modifier that has been previously applied to the Animation Asset */
UPROPERTY()
TObjectPtr<UAnimationModifier> PreviouslyAppliedModifier;
static const FName RevertModifierObjectName;
};
namespace UE
{
namespace Anim
{
struct FApplyModifiersScope
{
FApplyModifiersScope()
{
if (ScopesOpened == 0)
{
PerClassReturnTypeValues.Empty();
}
++ScopesOpened;
}
~FApplyModifiersScope()
{
--ScopesOpened;
check(ScopesOpened >= 0);
if(ScopesOpened == 0)
{
PerClassReturnTypeValues.Empty();
}
}
static TOptional<EAppReturnType::Type> GetReturnType(const UAnimationModifier* InModifier);
static void SetReturnType(const class UAnimationModifier* InModifier, EAppReturnType::Type InReturnType);
static TMap<FObjectKey, TOptional<EAppReturnType::Type>> PerClassReturnTypeValues;
static int32 ScopesOpened;
};
}
}