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Added the abiity to tag and retrieve any anim graph node (similar to how we could reference linked anim graph nodes previously). Ported linked anim graph nodes to use the new system Added the ability to reference any anim graph node by tag (via a new custom node, spawnable from the context menu, with the appearance of an actor reference in a level blueprint) Added tag display and editing in the bottom-right of anim graph nodes Added new override point to SGraphNodeK2Var to allow for title widget parameters to be overriden by child classes #jira UE-126286 - Anim node functions: Add anim node references #rb Jurre.deBaare #ROBOMERGE-AUTHOR: thomas.sarkanen #ROBOMERGE-SOURCE: CL 17472894 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17472913 by thomas sarkanen in ue5-release-engine-test branch]
495 lines
16 KiB
C++
495 lines
16 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(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(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 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])))
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{
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FArrayProperty* ArrayProperty = FindFieldChecked<FArrayProperty>(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses));
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int32 ArrayIndex = INDEX_NONE;
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if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex))
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{
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check(Node.InputPoses.IsValidIndex(ArrayIndex));
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return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
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}
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}
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}
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return FPoseLinkMappingRecord::MakeInvalid();
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const
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{
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// We have the potential to output ALL registered attributes as we can contain any dynamically-linked graph
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const UAnimGraphAttributes* AnimGraphAttributes = GetDefault<UAnimGraphAttributes>();
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AnimGraphAttributes->ForEachAttribute([&OutAttributes](const FAnimGraphAttributeDesc& InDesc)
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{
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OutAttributes.Add(InDesc.Name);
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});
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}
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void UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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Super::OnCopyTermDefaultsToDefaultObject(InCompilationContext, InPerNodeContext, OutCompiledData);
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UAnimGraphNode_LinkedAnimGraphBase* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_LinkedAnimGraphBase>(this);
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FAnimNode_LinkedAnimGraph* DestinationNode = reinterpret_cast<FAnimNode_LinkedAnimGraph*>(InPerNodeContext.GetDestinationPtr());
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DestinationNode->NodeIndex = InPerNodeContext.GetNodePropertyIndex();
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}
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void UAnimGraphNode_LinkedAnimGraphBase::GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const
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{
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OutExtensions.Add(UAnimBlueprintExtension_LinkedAnimGraph::StaticClass());
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}
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TSharedPtr<FEdGraphSchemaAction> UAnimGraphNode_LinkedAnimGraphBase::GetEventNodeAction(const FText& ActionCategory)
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{
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TSharedPtr<FEdGraphSchemaAction_K2Event> NodeAction = MakeShareable(new FEdGraphSchemaAction_K2Event(ActionCategory, GetNodeTitle(ENodeTitleType::ListView), GetTooltipText(), 0));
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NodeAction->NodeTemplate = this;
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return NodeAction;
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}
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#undef LOCTEXT_NAMESPACE
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