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Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant. Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it. Functions are displayed on the node if bound, and in the details panel. Added a new override point to FAnimSubsystemInstance to allow for WT init. Moved FMemberReference customization into a public header so it can be used on anim node functions. Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them. Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly). Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code. A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation). Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied #rb Jurre.deBaare,Aaron.Cox [CL 16703644 by Thomas Sarkanen in ue5-main branch]
205 lines
9.6 KiB
C++
205 lines
9.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Textures/SlateIcon.h"
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#include "AnimGraphCommands.h"
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#include "Modules/ModuleManager.h"
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#include "AnimNodeEditModes.h"
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#include "EditorModeRegistry.h"
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#include "AnimNodeEditMode.h"
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#include "Modules/ModuleManager.h"
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#include "PropertyEditorModule.h"
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#include "AnimGraphNode_PoseDriver.h"
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#include "PoseDriverDetails.h"
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#include "EditModes/TwoBoneIKEditMode.h"
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#include "EditModes/ObserveBoneEditMode.h"
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#include "EditModes/ModifyBoneEditMode.h"
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#include "EditModes/FabrikEditMode.h"
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#include "EditModes/PoseDriverEditMode.h"
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#include "EditModes/SplineIKEditMode.h"
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#include "EditModes/LookAtEditMode.h"
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#include "EditModes/CCDIKEditMode.h"
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#include "AnimBlueprintPinInfoDetails.h"
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#include "BlueprintEditorModule.h"
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#include "AnimGraphDetails.h"
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#include "AnimationGraphSchema.h"
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#include "AnimBlueprintCompiler.h"
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#include "Animation/AnimAttributes.h"
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#include "AnimGraphAttributes.h"
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#include "Animation/AnimSync.h"
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#include "Animation/AnimNode_Inertialization.h"
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#include "Animation/AnimRootMotionProvider.h"
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#include "Features/IModularFeatures.h"
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#include "PropertyAccessAnimBlueprintBinding.h"
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#include "AnimBlueprintDetails.h"
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class FAnimGraphModule : public IModuleInterface
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{
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public:
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/** IModuleInterface interface */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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FPropertyAccessAnimBlueprintBinding PropertyAccessAnimBlueprintBinding;
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};
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IMPLEMENT_MODULE(FAnimGraphModule, AnimGraph);
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#define LOCTEXT_NAMESPACE "AnimGraphModule"
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void FAnimGraphModule::StartupModule()
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{
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FAnimGraphCommands::Register();
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FKismetCompilerContext::RegisterCompilerForBP(UAnimBlueprint::StaticClass(), [](UBlueprint* InBlueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompileOptions)
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{
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return MakeShared<FAnimBlueprintCompilerContext>(CastChecked<UAnimBlueprint>(InBlueprint), InMessageLog, InCompileOptions);
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});
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IModularFeatures::Get().RegisterModularFeature("PropertyAccessBlueprintBinding", &PropertyAccessAnimBlueprintBinding);
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// Register the editor modes
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FEditorModeRegistry::Get().RegisterMode<FAnimNodeEditMode>(AnimNodeEditModes::AnimNode, LOCTEXT("AnimNodeEditMode", "Anim Node"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FTwoBoneIKEditMode>(AnimNodeEditModes::TwoBoneIK, LOCTEXT("TwoBoneIKEditMode", "2-Bone IK"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FObserveBoneEditMode>(AnimNodeEditModes::ObserveBone, LOCTEXT("ObserveBoneEditMode", "Observe Bone"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FModifyBoneEditMode>(AnimNodeEditModes::ModifyBone, LOCTEXT("ModifyBoneEditMode", "Modify Bone"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FFabrikEditMode>(AnimNodeEditModes::Fabrik, LOCTEXT("FabrikEditMode", "Fabrik"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FPoseDriverEditMode>(AnimNodeEditModes::PoseDriver, LOCTEXT("PoseDriverEditMode", "PoseDriver"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FSplineIKEditMode>(AnimNodeEditModes::SplineIK, LOCTEXT("SplineIKEditMode", "Spline IK"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FLookAtEditMode>(AnimNodeEditModes::LookAt, LOCTEXT("LookAtEditMode", "LookAt"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FCCDIKEditMode>(AnimNodeEditModes::CCDIK, LOCTEXT("CCDIKEditMode", "CCD IK"), FSlateIcon(), false);
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// Register details customization
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FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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PropertyModule.RegisterCustomClassLayout(UAnimBlueprint::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FAnimBlueprintDetails::MakeInstance));
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PropertyModule.RegisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FPoseDriverDetails::MakeInstance));
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PropertyModule.RegisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FAnimBlueprintFunctionPinInfoDetails::MakeInstance));
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if(GIsEditor)
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{
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// Register built-in graph attributes
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UAnimGraphAttributes* AnimGraphAttributes = GetMutableDefault<UAnimGraphAttributes>();
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AnimGraphAttributes->LoadConfig();
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AnimGraphAttributes->Register(
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FAnimGraphAttributeDesc(
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UE::Anim::FAttributes::Pose,
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EAnimGraphAttributeBlend::Blendable,
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FSlateBrush(),
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LOCTEXT("Pose", "Pose"),
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LOCTEXT("PoseToolTip", "Pose: Transforms for all bones in the current LOD, blendable"),
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FEditorStyle::GetSlateColor("AnimGraph.Attribute.Pose.Color"),
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EAnimGraphAttributesDisplayMode::HideOnPins)
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);
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AnimGraphAttributes->Register(
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FAnimGraphAttributeDesc(
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UE::Anim::FAttributes::Curves,
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EAnimGraphAttributeBlend::Blendable,
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*FEditorStyle::GetBrush("AnimGraph.Attribute.Curves.Icon"),
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LOCTEXT("Curves", "Curves"),
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LOCTEXT("CurvesToolTip", "Curves: Floating point curve attributes, blendable"),
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FEditorStyle::GetSlateColor("AnimGraph.Attribute.Curves.Color"),
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EAnimGraphAttributesDisplayMode::Automatic)
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);
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AnimGraphAttributes->Register(
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FAnimGraphAttributeDesc(
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UE::Anim::FAttributes::Attributes,
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EAnimGraphAttributeBlend::Blendable,
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*FEditorStyle::GetBrush("AnimGraph.Attribute.Attributes.Icon"),
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LOCTEXT("Attributes", "Attributes"),
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LOCTEXT("AttributesToolTip", "Attributes: Misc. custom attributes, blendable"),
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FEditorStyle::GetSlateColor("AnimGraph.Attribute.Attributes.Color"),
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EAnimGraphAttributesDisplayMode::Automatic)
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);
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AnimGraphAttributes->Register(
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FAnimGraphAttributeDesc(
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UE::Anim::FAnimSync::Attribute,
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EAnimGraphAttributeBlend::NonBlendable,
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*FEditorStyle::Get().GetBrush("AnimGraph.Attribute.Sync.Icon"),
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LOCTEXT("Sync", "Sync"),
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LOCTEXT("SyncToolTip", "Sync: Synchronization between the playback of different assets present in the graph, not blendable"),
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FEditorStyle::Get().GetSlateColor("AnimGraph.Attribute.Sync.Color"),
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EAnimGraphAttributesDisplayMode::Automatic)
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);
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AnimGraphAttributes->Register(
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FAnimGraphAttributeDesc(
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UE::Anim::IAnimRootMotionProvider::RootMotionDeltaAttributeName,
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EAnimGraphAttributeBlend::Blendable,
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*FEditorStyle::Get().GetBrush("AnimGraph.Attribute.RootMotionDelta.Icon"),
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LOCTEXT("RootMotionDelta", "Root Motion Delta"),
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LOCTEXT("RootMotionDeltaToolTip", "Root Motion Delta: Per-frame root motion delta transform, blendable"),
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FEditorStyle::Get().GetSlateColor("AnimGraph.Attribute.RootMotionDelta.Color"),
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EAnimGraphAttributesDisplayMode::Automatic)
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);
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AnimGraphAttributes->Register(
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FAnimGraphAttributeDesc(
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UE::Anim::IInertializationRequester::Attribute,
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EAnimGraphAttributeBlend::NonBlendable,
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*FEditorStyle::Get().GetBrush("AnimGraph.Attribute.InertialBlending.Icon"),
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LOCTEXT("InertialBlending", "Inertialize"),
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LOCTEXT("InertialBlendingToolTip", "Inertial Blending: Used to blend between poses preserving bone velocities, not blendable"),
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FEditorStyle::Get().GetSlateColor("AnimGraph.Attribute.InertialBlending.Color"),
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EAnimGraphAttributesDisplayMode::Automatic)
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);
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}
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// Register BP-editor function customization once the Kismet module is loaded.
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if (FModuleManager::Get().IsModuleLoaded("Kismet"))
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{
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FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::GetModuleChecked<FBlueprintEditorModule>("Kismet");
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BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
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}
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else
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{
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FModuleManager::Get().OnModulesChanged().AddLambda([](FName InModuleName, EModuleChangeReason InReason)
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{
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if (InReason == EModuleChangeReason::ModuleLoaded && InModuleName == "Kismet")
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{
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FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
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BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
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}
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});
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}
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}
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void FAnimGraphModule::ShutdownModule()
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{
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// Unregister the editor modes
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::CCDIK);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::SplineIK);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::PoseDriver);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::Fabrik);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ModifyBone);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ObserveBone);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::TwoBoneIK);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::AnimNode);
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IModularFeatures::Get().UnregisterModularFeature("PropertyAccessBlueprintBinding", &PropertyAccessAnimBlueprintBinding);
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// Unregister details customization
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if (UObjectInitialized() && FModuleManager::Get().IsModuleLoaded(TEXT("PropertyEditor")))
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{
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// Unregister details customization
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FPropertyEditorModule* PropertyModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
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if (PropertyModule)
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{
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PropertyModule->UnregisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName());
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PropertyModule->UnregisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo");
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}
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FBlueprintEditorModule* BlueprintEditorModule = FModuleManager::GetModulePtr<FBlueprintEditorModule>("Kismet");
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if(BlueprintEditorModule)
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{
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BlueprintEditorModule->UnregisterGraphCustomization(GetDefault<UAnimationGraphSchema>());
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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