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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 #ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
527 lines
17 KiB
C++
527 lines
17 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_LinkedAnimGraphBase.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SCheckBox.h"
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#include "EdGraphSchema_K2.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "PropertyHandle.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailCategoryBuilder.h"
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#include "Animation/AnimNode_LinkedInputPose.h"
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#include "PropertyCustomizationHelpers.h"
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#include "ScopedTransaction.h"
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#include "AnimationGraphSchema.h"
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#include "Widgets/Layout/SBox.h"
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#include "UObject/CoreRedirects.h"
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#include "Animation/AnimNode_LinkedAnimGraph.h"
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#include "AnimGraphAttributes.h"
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#include "IAnimBlueprintCopyTermDefaultsContext.h"
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#include "AnimBlueprintExtension_LinkedAnimGraph.h"
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#include "EdGraphSchema_K2_Actions.h"
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#define LOCTEXT_NAMESPACE "LinkedAnimGraph"
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namespace LinkedAnimGraphGraphNodeConstants
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{
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FLinearColor TitleColor(0.2f, 0.2f, 0.8f);
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}
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void UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks()
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{
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FAnimNode_LinkedAnimGraph& RuntimeNode = *GetLinkedAnimGraphNode();
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RuntimeNode.InputPoses.Empty();
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RuntimeNode.InputPoseNames.Empty();
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for(UEdGraphPin* Pin : Pins)
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{
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if(!Pin->bOrphanedPin)
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{
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if (UAnimationGraphSchema::IsPosePin(Pin->PinType))
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{
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if(Pin->Direction == EGPD_Input)
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{
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RuntimeNode.InputPoses.AddDefaulted();
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RuntimeNode.InputPoseNames.Add(Pin->GetFName());
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}
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}
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}
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}
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}
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FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor() const
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{
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return LinkedAnimGraphGraphNodeConstants::TitleColor;
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}
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FSlateIcon UAnimGraphNode_LinkedAnimGraphBase::GetIconAndTint(FLinearColor& OutColor) const
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{
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return FSlateIcon("EditorStyle", "ClassIcon.AnimBlueprint");
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText() const
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{
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return LOCTEXT("ToolTip", "Runs a linked anim graph in another instance to process animation");
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetMenuCategory() const
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{
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return LOCTEXT("LinkedAnimGraphCategory", "Linked Anim Blueprints");
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}
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FText UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UClass* TargetClass = GetTargetClass();
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UAnimBlueprint* TargetAnimBlueprint = TargetClass ? CastChecked<UAnimBlueprint>(TargetClass->ClassGeneratedBy) : nullptr;
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const FName TargetAnimBlueprintName = TargetAnimBlueprint ? TargetAnimBlueprint->GetFName() : NAME_None;
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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FFormatNamedArguments Args;
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Args.Add(TEXT("NodeType"), LOCTEXT("Title", "Linked Anim Graph"));
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Args.Add(TEXT("TargetClass"), FText::FromName(TargetAnimBlueprintName));
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if(TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("Title", "Linked Anim Graph");
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}
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else if(TitleType == ENodeTitleType::ListView)
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{
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if(Node.Tag != NAME_None)
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{
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Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
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return FText::Format(LOCTEXT("TitleListFormatTagged", "{TargetClass} ({Tag})"), Args);
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}
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else if(TargetClass)
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{
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return FText::Format(LOCTEXT("TitleListFormat", "{TargetClass}"), Args);
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}
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else
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{
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return LOCTEXT("Title", "Linked Anim Graph");
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}
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}
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else
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{
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if(Node.Tag != NAME_None)
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{
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Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
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return FText::Format(LOCTEXT("TitleFormatTagged", "{TargetClass} ({Tag})\n{NodeType} "), Args);
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}
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else if(TargetClass)
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{
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return FText::Format(LOCTEXT("TitleFormat", "{TargetClass}\n{NodeType}"), Args);
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}
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else
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{
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return LOCTEXT("Title", "Linked Anim Graph");
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}
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
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UObject* OriginalNode = MessageLog.FindSourceObject(this);
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if(HasInstanceLoop())
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{
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MessageLog.Error(TEXT("Detected loop in linked instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass());
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}
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// Check for cycles from other linked instance nodes
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TArray<UEdGraph*> Graphs;
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AnimBP->GetAllGraphs(Graphs);
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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// Check for duplicate tags in this anim blueprint
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for(UEdGraph* Graph : Graphs)
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{
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TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedAnimGraphNodes;
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Graph->GetNodesOfClass(LinkedAnimGraphNodes);
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for(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphNode : LinkedAnimGraphNodes)
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{
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if(LinkedAnimGraphNode == OriginalNode)
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{
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continue;
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}
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FAnimNode_LinkedAnimGraph& InnerNode = *LinkedAnimGraphNode->GetLinkedAnimGraphNode();
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if(InnerNode.Tag != NAME_None && InnerNode.Tag == Node.Tag)
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{
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MessageLog.Error(*FText::Format(LOCTEXT("DuplicateTagErrorFormat", "Node @@ and node @@ both have the same tag '{0}'."), FText::FromName(Node.Tag)).ToString(), this, LinkedAnimGraphNode);
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}
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}
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}
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// Check we don't try to spawn our own blueprint
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if(GetTargetClass() == AnimBP->GetAnimBlueprintGeneratedClass())
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{
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MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass());
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
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{
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// Grab the SKELETON class here as when we are reconstructed during during BP compilation
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// the full generated class is not yet present built.
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UClass* TargetClass = GetTargetSkeletonClass();
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if(!TargetClass)
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{
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// Nothing to search for properties
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return;
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}
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IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass);
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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// Add any pose pins
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for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions())
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{
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if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName())
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{
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for(const FName& PoseName : AnimBlueprintFunction.InputPoseNames)
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{
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UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, UAnimationGraphSchema::MakeLocalSpacePosePin(), PoseName);
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NewPin->PinFriendlyName = FText::FromName(PoseName);
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CustomizePinData(NewPin, PoseName, INDEX_NONE);
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}
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break;
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}
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}
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// Call super to add properties
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Super::ReallocatePinsDuringReconstruction(OldPins);
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}
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void UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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bool bRequiresNodeReconstruct = false;
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FProperty* ChangedProperty = PropertyChangedEvent.Property;
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if(ChangedProperty)
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{
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if (IsStructuralProperty(ChangedProperty))
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{
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bRequiresNodeReconstruct = true;
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RebuildExposedProperties();
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}
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}
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if(bRequiresNodeReconstruct)
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{
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ReconstructNode();
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}
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop()
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{
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TArray<FGuid> VisitedList;
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TArray<FGuid> CurrentStack;
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return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack);
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack)
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{
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if(!VisitedNodes.Contains(CurrNode->NodeGuid))
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{
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VisitedNodes.Add(CurrNode->NodeGuid);
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NodeStack.Add(CurrNode->NodeGuid);
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if(UAnimBlueprint* AnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(CurrNode->GetTargetClass())))
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{
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// Check for cycles from other linked instance nodes
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TArray<UEdGraph*> Graphs;
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AnimBP->GetAllGraphs(Graphs);
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for(UEdGraph* Graph : Graphs)
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{
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TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedInstanceNodes;
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Graph->GetNodesOfClass(LinkedInstanceNodes);
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for(UAnimGraphNode_LinkedAnimGraphBase* LinkedInstanceNode : LinkedInstanceNodes)
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{
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// If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop
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if((!VisitedNodes.Contains(LinkedInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(LinkedInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(LinkedInstanceNode->NodeGuid))
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{
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return true;
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}
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}
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}
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}
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}
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NodeStack.Remove(CurrNode->NodeGuid);
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return false;
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}
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void UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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Super::CustomizeDetails(DetailBuilder);
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GenerateExposedPinsDetails(DetailBuilder);
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IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
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// Customize InstanceClass
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{
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TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
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ClassHandle->MarkHiddenByCustomization();
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FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class"));
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ClassWidgetRow.NameContent()
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[
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ClassHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(250.0f)
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[
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SNew(SObjectPropertyEntryBox)
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.ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath)
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.AllowedClass(UAnimBlueprint::StaticClass())
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.NewAssetFactories(TArray<UFactory*>())
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.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint))
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.OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint, &DetailBuilder))
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];
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}
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder)
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{
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// We dont allow multi-select here
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if(DetailBuilder.GetSelectedObjects().Num() > 1)
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{
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DetailBuilder.HideCategory(TEXT("Settings"));
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return;
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}
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// We dont allow multi-select here
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if(DetailBuilder.GetSelectedObjects().Num() > 1)
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{
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DetailBuilder.HideCategory(TEXT("Settings"));
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return;
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}
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TArray<FProperty*> ExposableProperties;
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GetExposableProperties(ExposableProperties);
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if(ExposableProperties.Num() > 0)
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{
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IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Exposable Properties")));
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FDetailWidgetRow& HeaderWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("ExposeAll", "Expose All"));
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HeaderWidgetRow.NameContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("PropertyName", "Name"))
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.Font(IDetailLayoutBuilder::GetDetailFontBold())
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];
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HeaderWidgetRow.ValueContent()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Center)
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ExposeAllPropertyValue", "Expose All"))
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.Font(IDetailLayoutBuilder::GetDetailFontBold())
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::AreAllPropertiesExposed)
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.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeAllCheckboxChanged)
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]
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];
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for(FProperty* Property : ExposableProperties)
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{
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FDetailWidgetRow& PropertyWidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName()));
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FName PropertyName = Property->GetFName();
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FText PropertyTypeText = GetPropertyTypeText(Property);
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FFormatNamedArguments Args;
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Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName));
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Args.Add(TEXT("PropertyType"), PropertyTypeText);
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FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args);
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PropertyWidgetRow.NameContent()
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[
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SNew(STextBlock)
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.Text(FText::FromString(Property->GetName()))
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.ToolTipText(TooltipText)
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.Font(IDetailLayoutBuilder::GetDetailFont())
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];
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PropertyWidgetRow.ValueContent()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.AutoWidth()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ExposePropertyValue", "Expose:"))
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.Font(IDetailLayoutBuilder::GetDetailFont())
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::IsPropertyExposed, PropertyName)
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.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeCheckboxChanged, PropertyName)
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]
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];
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}
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}
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty(FProperty* InProperty) const
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{
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return InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InstanceClass);
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}
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FString UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath() const
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{
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UClass* InstanceClass = GetTargetClass();
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if(InstanceClass)
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{
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UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass);
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if(ActualBlueprint)
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{
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return ActualBlueprint->GetPathName();
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}
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}
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return FString();
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}
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bool UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const
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{
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// Check recursion
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if(AssetData.IsAssetLoaded() && Cast<UBlueprint>(AssetData.GetAsset()) == GetBlueprint())
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{
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return true;
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}
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// Check skeleton
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FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag("TargetSkeleton");
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if (Result.IsSet())
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{
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if (UAnimBlueprint* CurrentBlueprint = Cast<UAnimBlueprint>(GetBlueprint()))
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{
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if (!CurrentBlueprint->TargetSkeleton->IsCompatibleSkeletonByAssetString(Result.GetValue()))
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{
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return true;
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}
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}
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}
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return false;
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}
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void UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder)
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{
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FScopedTransaction Transaction(LOCTEXT("SetInstanceBlueprint", "Set Linked Blueprint"));
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Modify();
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TSharedRef<IPropertyHandle> ClassHandle = InDetailBuilder->GetProperty(TEXT("Node.InstanceClass"), GetClass());
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if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AssetData.GetAsset()))
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{
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ClassHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass());
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}
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else
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{
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ClassHandle->SetValue((UObject*)nullptr);
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}
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}
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FPoseLinkMappingRecord UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
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{
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FPoseLinkMappingRecord Record = Super::GetLinkIDLocation(NodeType, SourcePin);
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if(Record.IsValid())
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{
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return Record;
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}
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else if(SourcePin->LinkedTo.Num() > 0 && SourcePin->Direction == EGPD_Input)
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{
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const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
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check(Node.InputPoses.Num() == Node.InputPoseNames.Num());
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// perform name-based logic for input pose pins
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if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
|
|
{
|
|
FArrayProperty* ArrayProperty = FindFieldChecked<FArrayProperty>(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses));
|
|
int32 ArrayIndex = INDEX_NONE;
|
|
if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex))
|
|
{
|
|
check(Node.InputPoses.IsValidIndex(ArrayIndex));
|
|
return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
return FPoseLinkMappingRecord::MakeInvalid();
|
|
}
|
|
|
|
void UAnimGraphNode_LinkedAnimGraphBase::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const
|
|
{
|
|
// We have the potential to output ALL registered attributes as we can contain any dynamically-linked graph
|
|
const UAnimGraphAttributes* AnimGraphAttributes = GetDefault<UAnimGraphAttributes>();
|
|
AnimGraphAttributes->ForEachAttribute([&OutAttributes](const FAnimGraphAttributeDesc& InDesc)
|
|
{
|
|
OutAttributes.Add(InDesc.Name);
|
|
});
|
|
}
|
|
|
|
void UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
|
|
{
|
|
Super::OnCopyTermDefaultsToDefaultObject(InCompilationContext, InPerNodeContext, OutCompiledData);
|
|
|
|
UAnimGraphNode_LinkedAnimGraphBase* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_LinkedAnimGraphBase>(this);
|
|
|
|
FAnimNode_LinkedAnimGraph* DestinationNode = reinterpret_cast<FAnimNode_LinkedAnimGraph*>(InPerNodeContext.GetDestinationPtr());
|
|
DestinationNode->NodeIndex = InPerNodeContext.GetNodePropertyIndex();
|
|
}
|
|
|
|
void UAnimGraphNode_LinkedAnimGraphBase::GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const
|
|
{
|
|
OutExtensions.Add(UAnimBlueprintExtension_LinkedAnimGraph::StaticClass());
|
|
}
|
|
|
|
TSharedPtr<FEdGraphSchemaAction> UAnimGraphNode_LinkedAnimGraphBase::GetEventNodeAction(const FText& ActionCategory)
|
|
{
|
|
TSharedPtr<FEdGraphSchemaAction_K2Event> NodeAction = MakeShareable(new FEdGraphSchemaAction_K2Event(ActionCategory, GetNodeTitle(ENodeTitleType::ListView), GetTooltipText(), 0));
|
|
NodeAction->NodeTemplate = this;
|
|
return NodeAction;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|