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This represents UE4/Main @ 14768117 For ReleaseObjectVersion.h #lockdown Marcus.Wassmer [CL 14811440 by Marc Audy in ue5-main branch]
1103 lines
43 KiB
C++
1103 lines
43 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimBlueprintCompilerHandler_Base.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimationGraphSchema.h"
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#include "AnimGraphNode_CustomProperty.h"
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#include "K2Node_CustomEvent.h"
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#include "K2Node_VariableSet.h"
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#include "K2Node_StructMemberSet.h"
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#include "K2Node_StructMemberGet.h"
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#include "K2Node_CallArrayFunction.h"
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#include "Kismet/KismetArrayLibrary.h"
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#include "K2Node_Knot.h"
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#include "String/ParseTokens.h"
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#include "K2Node_VariableGet.h"
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#include "K2Node_BreakStruct.h"
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#include "K2Node_MakeStruct.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "K2Node_TransitionRuleGetter.h"
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#include "Algo/Accumulate.h"
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#include "K2Node_GetArrayItem.h"
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#include "Animation/AnimNode_LinkedAnimGraph.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "PropertyAccessCompilerHandler.h"
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#include "IPropertyAccessEditor.h"
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#include "IPropertyAccessCompiler.h"
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#include "IAnimBlueprintGeneratedClassCompiledData.h"
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#include "IAnimBlueprintCompilerCreationContext.h"
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#include "IAnimBlueprintCompilationContext.h"
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#include "IAnimBlueprintCopyTermDefaultsContext.h"
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#include "IAnimBlueprintPostExpansionStepContext.h"
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#include "IAnimBlueprintCompilationBracketContext.h"
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#define LOCTEXT_NAMESPACE "AnimBlueprintCompilerHandler_Base"
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FAnimBlueprintCompilerHandler_Base::FAnimBlueprintCompilerHandler_Base(IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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InCreationContext.OnStartCompilingClass().AddRaw(this, &FAnimBlueprintCompilerHandler_Base::StartCompilingClass);
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InCreationContext.OnFinishCompilingClass().AddRaw(this, &FAnimBlueprintCompilerHandler_Base::FinishCompilingClass);
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InCreationContext.OnPostExpansionStep().AddRaw(this, &FAnimBlueprintCompilerHandler_Base::PostExpansionStep);
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InCreationContext.OnCopyTermDefaultsToDefaultObject().AddRaw(this, &FAnimBlueprintCompilerHandler_Base::CopyTermDefaultsToDefaultObject);
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}
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void FAnimBlueprintCompilerHandler_Base::CopyTermDefaultsToDefaultObject(UObject* InDefaultObject, IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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UAnimInstance* DefaultAnimInstance = Cast<UAnimInstance>(InDefaultObject);
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if(DefaultAnimInstance)
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{
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// And patch in constant values that don't need to be re-evaluated every frame
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for (auto LiteralLinkIt = ValidAnimNodePinConstants.CreateIterator(); LiteralLinkIt; ++LiteralLinkIt)
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{
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FEffectiveConstantRecord& ConstantRecord = *LiteralLinkIt;
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//const FString ArrayClause = (ConstantRecord.ArrayIndex != INDEX_NONE) ? FString::Printf(TEXT("[%d]"), ConstantRecord.ArrayIndex) : FString();
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//const FString ValueClause = ConstantRecord.LiteralSourcePin->GetDefaultAsString();
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//GetMessageLog().Note(*FString::Printf(TEXT("Want to set %s.%s%s to %s"), *ConstantRecord.NodeVariableProperty->GetName(), *ConstantRecord.ConstantProperty->GetName(), *ArrayClause, *ValueClause));
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if (!ConstantRecord.Apply(DefaultAnimInstance))
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{
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InCompilationContext.GetMessageLog().Error(TEXT("ICE: Failed to push literal value from @@ into CDO"), ConstantRecord.LiteralSourcePin);
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}
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}
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for (const FEffectiveConstantRecord& ConstantRecord : ValidAnimNodePinConstants)
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{
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UAnimGraphNode_Base* Node = CastChecked<UAnimGraphNode_Base>(ConstantRecord.LiteralSourcePin->GetOwningNode());
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UAnimGraphNode_Base* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Base>(Node);
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TrueNode->BlueprintUsage = EBlueprintUsage::DoesNotUseBlueprint;
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}
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for(const FEvaluationHandlerRecord& EvaluationHandler : ValidEvaluationHandlerList)
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{
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if(EvaluationHandler.EvaluationHandlerIdx != INDEX_NONE && EvaluationHandler.ServicedProperties.Num() > 0)
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{
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const FAnimNodeSinglePropertyHandler& Handler = EvaluationHandler.ServicedProperties.CreateConstIterator()->Value;
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check(Handler.CopyRecords.Num() > 0);
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if(Handler.CopyRecords[0].DestPin != nullptr)
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{
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UAnimGraphNode_Base* Node = CastChecked<UAnimGraphNode_Base>(Handler.CopyRecords[0].DestPin->GetOwningNode());
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UAnimGraphNode_Base* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Base>(Node);
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const FExposedValueHandler& ValueHandler = OutCompiledData.GetExposedValueHandlers()[ EvaluationHandler.EvaluationHandlerIdx ];
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TrueNode->BlueprintUsage = ValueHandler.BoundFunction != NAME_None ? EBlueprintUsage::UsesBlueprint : EBlueprintUsage::DoesNotUseBlueprint;
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#if WITH_EDITORONLY_DATA // ANIMINST_PostCompileValidation
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const bool bWarnAboutBlueprintUsage = InCompilationContext.GetAnimBlueprint()->bWarnAboutBlueprintUsage || DefaultAnimInstance->PCV_ShouldWarnAboutNodesNotUsingFastPath();
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const bool bNotifyAboutBlueprintUsage = DefaultAnimInstance->PCV_ShouldNotifyAboutNodesNotUsingFastPath();
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#else
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const bool bWarnAboutBlueprintUsage = InCompilationContext.GetAnimBlueprint()->bWarnAboutBlueprintUsage;
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const bool bNotifyAboutBlueprintUsage = false;
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#endif
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if ((TrueNode->BlueprintUsage == EBlueprintUsage::UsesBlueprint) && (bWarnAboutBlueprintUsage || bNotifyAboutBlueprintUsage))
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{
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const FString MessageString = LOCTEXT("BlueprintUsageWarning", "Node @@ uses Blueprint to update its values, access member variables directly or use a constant value for better performance.").ToString();
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if (bWarnAboutBlueprintUsage)
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{
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InCompilationContext.GetMessageLog().Warning(*MessageString, Node);
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}
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else
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{
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InCompilationContext.GetMessageLog().Note(*MessageString, Node);
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}
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}
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}
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}
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}
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}
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}
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void FAnimBlueprintCompilerHandler_Base::PostExpansionStep(const UEdGraph* InGraph, IAnimBlueprintPostExpansionStepContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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UEdGraph* ConsolidatedEventGraph = InCompilationContext.GetConsolidatedEventGraph();
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if(InGraph == ConsolidatedEventGraph)
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{
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FPropertyAccessCompilerHandler* PropertyAccessHandler = InCompilationContext.GetHandler<FPropertyAccessCompilerHandler>("PropertyAccessCompilerHandler");
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// Skip fast-path generation if the property access system is unavailable.
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// Disable fast-path generation for nativized anim BPs, we dont run the VM anyways and
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// the property names are 'decorated' by the backend, so records dont match.
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// Note that this wont prevent property access 'binding' copy records from running, only
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// old-style 'fast-path' records that are derived from BP pure chains
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if(PropertyAccessHandler != nullptr && !InCompilationContext.GetCompileOptions().DoesRequireCppCodeGeneration())
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{
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for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
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{
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HandlerRecord.BuildFastPathCopyRecords(*this, InCompilationContext);
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if(HandlerRecord.IsFastPath())
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{
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for(UEdGraphNode* CustomEventNode : HandlerRecord.CustomEventNodes)
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{
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// Remove custom event nodes as we dont need it any more
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ConsolidatedEventGraph->RemoveNode(CustomEventNode);
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}
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}
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}
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}
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// Cull out all anim nodes as they dont contribute to execution at all
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for (int32 NodeIndex = 0; NodeIndex < ConsolidatedEventGraph->Nodes.Num(); ++NodeIndex)
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{
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if(UAnimGraphNode_Base* Node = Cast<UAnimGraphNode_Base>(ConsolidatedEventGraph->Nodes[NodeIndex]))
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{
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Node->BreakAllNodeLinks();
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ConsolidatedEventGraph->Nodes.RemoveAtSwap(NodeIndex);
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--NodeIndex;
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}
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}
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}
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}
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void FAnimBlueprintCompilerHandler_Base::StartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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FPropertyAccessCompilerHandler* PropertyAccessHandler = InCompilationContext.GetHandler<FPropertyAccessCompilerHandler>("PropertyAccessCompilerHandler");
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if(PropertyAccessHandler)
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{
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if(!PreLibraryCompiledDelegateHandle.IsValid())
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{
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PreLibraryCompiledDelegateHandle = PropertyAccessHandler->OnPreLibraryCompiled().AddLambda([this, PropertyAccessHandler, InClass]()
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{
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if(IModularFeatures::Get().IsModularFeatureAvailable("PropertyAccessEditor"))
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{
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IPropertyAccessEditor& PropertyAccessEditor = IModularFeatures::Get().GetModularFeature<IPropertyAccessEditor>("PropertyAccessEditor");
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// Build the classes property access library before the library is compiled
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for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
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{
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for(TPair<FName, FAnimNodeSinglePropertyHandler>& PropertyHandler : HandlerRecord.ServicedProperties)
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{
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for(FPropertyCopyRecord& Record : PropertyHandler.Value.CopyRecords)
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{
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if(Record.IsFastPath())
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{
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// Check if the resolved copy
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FProperty* LeafProperty = nullptr;
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int32 ArrayIndex = INDEX_NONE;
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EPropertyAccessResolveResult Result = PropertyAccessEditor.ResolveLeafProperty(InClass, Record.SourcePropertyPath, LeafProperty, ArrayIndex);
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// Batch all external accesses, we cant call them safely from a worker thread.
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Record.LibraryBatchType = Result == EPropertyAccessResolveResult::SucceededExternal ? EPropertyAccessBatchType::Batched : EPropertyAccessBatchType::Unbatched;
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Record.LibraryCopyIndex = PropertyAccessHandler->AddCopy(Record.SourcePropertyPath, Record.DestPropertyPath, Record.LibraryBatchType, HandlerRecord.AnimGraphNode);
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}
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}
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}
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}
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}
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});
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}
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if(!PostLibraryCompiledDelegateHandle.IsValid())
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{
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PostLibraryCompiledDelegateHandle = PropertyAccessHandler->OnPostLibraryCompiled().AddLambda([this, PropertyAccessHandler](IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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TArray<FExposedValueHandler>& ExposedValueHandlers = OutCompiledData.GetExposedValueHandlers();
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for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
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{
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// Map global copy index to batched indices
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for(TPair<FName, FAnimNodeSinglePropertyHandler>& PropertyHandler : HandlerRecord.ServicedProperties)
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{
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for(FPropertyCopyRecord& CopyRecord : PropertyHandler.Value.CopyRecords)
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{
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if(CopyRecord.IsFastPath())
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{
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CopyRecord.LibraryCopyIndex = PropertyAccessHandler->MapCopyIndex(CopyRecord.LibraryCopyIndex);
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}
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}
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}
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// Patch either fast-path copy records or generated function names into the class
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HandlerRecord.EvaluationHandlerIdx = ExposedValueHandlers.Num();
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FExposedValueHandler& ExposedValueHandler = ExposedValueHandlers.AddDefaulted_GetRef();
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HandlerRecord.PatchFunctionNameAndCopyRecordsInto(ExposedValueHandler);
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}
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});
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}
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}
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}
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void FAnimBlueprintCompilerHandler_Base::FinishCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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FPropertyAccessCompilerHandler* PropertyAccessHandler = InCompilationContext.GetHandler<FPropertyAccessCompilerHandler>("PropertyAccessCompilerHandler");
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if(PropertyAccessHandler == nullptr)
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{
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TArray<FExposedValueHandler>& ExposedValueHandlers = OutCompiledData.GetExposedValueHandlers();
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// Without the property access system we need to patch generated function names here
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for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
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{
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HandlerRecord.EvaluationHandlerIdx = ExposedValueHandlers.Num();
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FExposedValueHandler& ExposedValueHandler = ExposedValueHandlers.AddDefaulted_GetRef();
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HandlerRecord.PatchFunctionNameAndCopyRecordsInto(ExposedValueHandler);
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}
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}
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}
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void FAnimBlueprintCompilerHandler_Base::AddStructEvalHandlers(UAnimGraphNode_Base* InNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
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FEvaluationHandlerRecord& EvalHandler = PerNodeStructEvalHandlers.Add(InNode);
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FStructProperty* NodeProperty = CastFieldChecked<FStructProperty>(InCompilationContext.GetAllocatedPropertiesByNode().FindChecked(InNode));
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for (auto SourcePinIt = InNode->Pins.CreateIterator(); SourcePinIt; ++SourcePinIt)
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{
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UEdGraphPin* SourcePin = *SourcePinIt;
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bool bConsumed = false;
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// Register pose links for future use
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if ((SourcePin->Direction == EGPD_Input) && (AnimGraphDefaultSchema->IsPosePin(SourcePin->PinType)))
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{
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// Input pose pin, going to need to be linked up
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FPoseLinkMappingRecord LinkRecord = InNode->GetLinkIDLocation(NodeProperty->Struct, SourcePin);
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if (LinkRecord.IsValid())
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{
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InCompilationContext.AddPoseLinkMappingRecord(LinkRecord);
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bConsumed = true;
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}
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}
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else
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{
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// The property source for our data, either the struct property for an anim node, or the
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// owning anim instance if using a linked instance node.
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FProperty* SourcePinProperty = nullptr;
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int32 SourceArrayIndex = INDEX_NONE;
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bool bInstancePropertyExists = false;
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// We have special handling below if we're targeting a linked instance instead of our own instance properties
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UAnimGraphNode_CustomProperty* CustomPropertyNode = Cast<UAnimGraphNode_CustomProperty>(InNode);
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InNode->GetPinAssociatedProperty(NodeProperty->Struct, SourcePin, /*out*/ SourcePinProperty, /*out*/ SourceArrayIndex);
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// Does this pin have an associated evaluation handler?
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if(!SourcePinProperty && CustomPropertyNode)
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{
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// Custom property nodes use instance properties not node properties as they aren't UObjects
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// and we can't store non-native properties there
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CustomPropertyNode->GetInstancePinProperty(InCompilationContext, SourcePin, SourcePinProperty);
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bInstancePropertyExists = true;
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}
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if (SourcePinProperty != NULL)
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{
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if (SourcePin->LinkedTo.Num() == 0)
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{
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// Literal that can be pushed into the CDO instead of re-evaluated every frame
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new (ValidAnimNodePinConstants) FEffectiveConstantRecord(NodeProperty, SourcePin, SourcePinProperty, SourceArrayIndex);
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bConsumed = true;
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}
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else
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{
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// Dynamic value that needs to be wired up and evaluated each frame
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const FString& EvaluationHandlerStr = SourcePinProperty->GetMetaData(AnimGraphDefaultSchema->NAME_OnEvaluate);
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FName EvaluationHandlerName(*EvaluationHandlerStr);
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if (EvaluationHandlerName != NAME_None)
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{
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// warn that NAME_OnEvaluate is deprecated:
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InCompilationContext.GetMessageLog().Warning(*LOCTEXT("OnEvaluateDeprecated", "OnEvaluate meta data is deprecated, found on @@").ToString(), SourcePinProperty);
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}
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ensure(EvalHandler.NodeVariableProperty == nullptr || EvalHandler.NodeVariableProperty == NodeProperty);
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EvalHandler.AnimGraphNode = InNode;
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EvalHandler.NodeVariableProperty = NodeProperty;
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EvalHandler.RegisterPin(SourcePin, SourcePinProperty, SourceArrayIndex);
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// if it's not instance property, ensure we mark it
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EvalHandler.bServicesNodeProperties = EvalHandler.bServicesNodeProperties | !bInstancePropertyExists;
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if (CustomPropertyNode)
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{
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EvalHandler.bServicesInstanceProperties = EvalHandler.bServicesInstanceProperties | bInstancePropertyExists;
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FAnimNodeSinglePropertyHandler* SinglePropHandler = EvalHandler.ServicedProperties.Find(SourcePinProperty->GetFName());
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check(SinglePropHandler); // Should have been added in RegisterPin
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// Flag that the target property is actually on the instance class and not the node
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SinglePropHandler->bInstanceIsTarget = bInstancePropertyExists;
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}
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bConsumed = true;
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}
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UEdGraphPin* TrueSourcePin = InCompilationContext.GetMessageLog().FindSourcePin(SourcePin);
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if (TrueSourcePin)
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{
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OutCompiledData.GetBlueprintDebugData().RegisterClassPropertyAssociation(TrueSourcePin, SourcePinProperty);
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}
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}
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}
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if (!bConsumed && (SourcePin->Direction == EGPD_Input))
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{
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//@TODO: ANIMREFACTOR: It's probably OK to have certain pins ignored eventually, but this is very helpful during development
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InCompilationContext.GetMessageLog().Note(TEXT("@@ was visible but ignored"), SourcePin);
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}
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}
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// Add any property bindings
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for(const TPair<FName, FAnimGraphNodePropertyBinding>& PropertyBinding : InNode->PropertyBindings)
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{
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if(PropertyBinding.Value.bIsBound)
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{
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EvalHandler.AnimGraphNode = InNode;
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EvalHandler.NodeVariableProperty = NodeProperty;
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EvalHandler.bServicesNodeProperties = true;
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if (FProperty* Property = FindFProperty<FProperty>(NodeProperty->Struct, PropertyBinding.Key))
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{
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EvalHandler.RegisterPropertyBinding(Property, PropertyBinding.Value);
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}
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else
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{
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InCompilationContext.GetMessageLog().Warning(*FString::Printf(TEXT("ICE: @@ Failed to find a property '%s'"), *PropertyBinding.Key.ToString()), InNode);
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}
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}
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}
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}
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void FAnimBlueprintCompilerHandler_Base::CreateEvaluationHandlerForNode(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InNode)
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{
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if(FEvaluationHandlerRecord* RecordPtr = PerNodeStructEvalHandlers.Find(InNode))
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{
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// Generate a new event to update the value of these properties
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FEvaluationHandlerRecord& Record = *RecordPtr;
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if (Record.NodeVariableProperty)
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{
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CreateEvaluationHandler(InCompilationContext, InNode, Record);
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int32 NewIndex = ValidEvaluationHandlerList.Add(Record);
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ValidEvaluationHandlerMap.Add(InNode, NewIndex);
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}
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}
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}
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void FAnimBlueprintCompilerHandler_Base::CreateEvaluationHandler(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InNode, FEvaluationHandlerRecord& Record)
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{
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// Shouldn't create a handler if there is nothing to work with
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check(Record.ServicedProperties.Num() > 0);
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check(Record.NodeVariableProperty != NULL);
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
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// Use the node GUID for a stable name across compiles
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FString FunctionName = FString::Printf(TEXT("%s_%s_%s_%s"), *AnimGraphDefaultSchema->DefaultEvaluationHandlerName.ToString(), *InNode->GetOuter()->GetName(), *InNode->GetClass()->GetName(), *InNode->NodeGuid.ToString());
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Record.HandlerFunctionName = FName(*FunctionName);
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// check function name isnt already used (data exists that can contain duplicate GUIDs) and apply a numeric extension until it is unique
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int32 ExtensionIndex = 0;
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FName* ExistingName = HandlerFunctionNames.Find(Record.HandlerFunctionName);
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while (ExistingName != nullptr)
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{
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FunctionName = FString::Printf(TEXT("%s_%s_%s_%s_%d"), *AnimGraphDefaultSchema->DefaultEvaluationHandlerName.ToString(), *InNode->GetOuter()->GetName(), *InNode->GetClass()->GetName(), *InNode->NodeGuid.ToString(), ExtensionIndex);
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Record.HandlerFunctionName = FName(*FunctionName);
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ExistingName = HandlerFunctionNames.Find(Record.HandlerFunctionName);
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ExtensionIndex++;
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}
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HandlerFunctionNames.Add(Record.HandlerFunctionName);
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// Add a custom event in the graph
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UK2Node_CustomEvent* CustomEventNode = InCompilationContext.SpawnIntermediateEventNode<UK2Node_CustomEvent>(InNode, nullptr, InCompilationContext.GetConsolidatedEventGraph());
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CustomEventNode->bInternalEvent = true;
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CustomEventNode->CustomFunctionName = Record.HandlerFunctionName;
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CustomEventNode->AllocateDefaultPins();
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Record.CustomEventNodes.Add(CustomEventNode);
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// The ExecChain is the current exec output pin in the linear chain
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UEdGraphPin* ExecChain = K2Schema->FindExecutionPin(*CustomEventNode, EGPD_Output);
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if (Record.bServicesInstanceProperties)
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{
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// Need to create a variable set call for each serviced property in the handler
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for (TPair<FName, FAnimNodeSinglePropertyHandler>& PropHandlerPair : Record.ServicedProperties)
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{
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FAnimNodeSinglePropertyHandler& PropHandler = PropHandlerPair.Value;
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FName PropertyName = PropHandlerPair.Key;
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// Should be true, we only want to deal with instance targets in here
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if (PropHandler.bInstanceIsTarget)
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{
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for (FPropertyCopyRecord& CopyRecord : PropHandler.CopyRecords)
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{
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// New set node for the property
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UK2Node_VariableSet* VarAssignNode = InCompilationContext.SpawnIntermediateNode<UK2Node_VariableSet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
|
|
VarAssignNode->VariableReference.SetSelfMember(CopyRecord.DestProperty->GetFName());
|
|
VarAssignNode->AllocateDefaultPins();
|
|
Record.CustomEventNodes.Add(VarAssignNode);
|
|
|
|
// Wire up the exec line, and update the end of the chain
|
|
UEdGraphPin* ExecVariablesIn = K2Schema->FindExecutionPin(*VarAssignNode, EGPD_Input);
|
|
ExecChain->MakeLinkTo(ExecVariablesIn);
|
|
ExecChain = K2Schema->FindExecutionPin(*VarAssignNode, EGPD_Output);
|
|
|
|
// Find the property pin on the set node and configure
|
|
for (UEdGraphPin* TargetPin : VarAssignNode->Pins)
|
|
{
|
|
FName PinPropertyName(TargetPin->PinName);
|
|
|
|
if (PinPropertyName == PropertyName)
|
|
{
|
|
// This is us, wire up the variable
|
|
UEdGraphPin* DestPin = CopyRecord.DestPin;
|
|
|
|
// Copy the data (link up to the source nodes)
|
|
TargetPin->CopyPersistentDataFromOldPin(*DestPin);
|
|
InCompilationContext.GetMessageLog().NotifyIntermediatePinCreation(TargetPin, DestPin);
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Record.bServicesNodeProperties)
|
|
{
|
|
// Create a struct member write node to store the parameters into the animation node
|
|
UK2Node_StructMemberSet* AssignmentNode = InCompilationContext.SpawnIntermediateNode<UK2Node_StructMemberSet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
|
|
AssignmentNode->VariableReference.SetSelfMember(Record.NodeVariableProperty->GetFName());
|
|
AssignmentNode->StructType = Record.NodeVariableProperty->Struct;
|
|
AssignmentNode->AllocateDefaultPins();
|
|
Record.CustomEventNodes.Add(AssignmentNode);
|
|
|
|
// Wire up the variable node execution wires
|
|
UEdGraphPin* ExecVariablesIn = K2Schema->FindExecutionPin(*AssignmentNode, EGPD_Input);
|
|
ExecChain->MakeLinkTo(ExecVariablesIn);
|
|
ExecChain = K2Schema->FindExecutionPin(*AssignmentNode, EGPD_Output);
|
|
|
|
// Run thru each property
|
|
TSet<FName> PropertiesBeingSet;
|
|
|
|
for (auto TargetPinIt = AssignmentNode->Pins.CreateIterator(); TargetPinIt; ++TargetPinIt)
|
|
{
|
|
UEdGraphPin* TargetPin = *TargetPinIt;
|
|
FName PropertyName(TargetPin->PinName);
|
|
|
|
// Does it get serviced by this handler?
|
|
if (FAnimNodeSinglePropertyHandler* SourceInfo = Record.ServicedProperties.Find(PropertyName))
|
|
{
|
|
if (TargetPin->PinType.IsArray())
|
|
{
|
|
// Grab the array that we need to set members for
|
|
UK2Node_StructMemberGet* FetchArrayNode = InCompilationContext.SpawnIntermediateNode<UK2Node_StructMemberGet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
|
|
FetchArrayNode->VariableReference.SetSelfMember(Record.NodeVariableProperty->GetFName());
|
|
FetchArrayNode->StructType = Record.NodeVariableProperty->Struct;
|
|
FetchArrayNode->AllocatePinsForSingleMemberGet(PropertyName);
|
|
Record.CustomEventNodes.Add(FetchArrayNode);
|
|
|
|
UEdGraphPin* ArrayVariableNode = FetchArrayNode->FindPin(PropertyName);
|
|
|
|
if (SourceInfo->CopyRecords.Num() > 0)
|
|
{
|
|
// Set each element in the array
|
|
for (FPropertyCopyRecord& CopyRecord : SourceInfo->CopyRecords)
|
|
{
|
|
int32 ArrayIndex = CopyRecord.DestArrayIndex;
|
|
if(UEdGraphPin* DestPin = CopyRecord.DestPin)
|
|
{
|
|
// Create an array element set node
|
|
UK2Node_CallArrayFunction* ArrayNode = InCompilationContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(InNode, InCompilationContext.GetConsolidatedEventGraph());
|
|
ArrayNode->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetArrayLibrary, Array_Set), UKismetArrayLibrary::StaticClass());
|
|
ArrayNode->AllocateDefaultPins();
|
|
Record.CustomEventNodes.Add(ArrayNode);
|
|
|
|
// Connect the execution chain
|
|
ExecChain->MakeLinkTo(ArrayNode->GetExecPin());
|
|
ExecChain = ArrayNode->GetThenPin();
|
|
|
|
// Connect the input array
|
|
UEdGraphPin* TargetArrayPin = ArrayNode->FindPinChecked(TEXT("TargetArray"));
|
|
TargetArrayPin->MakeLinkTo(ArrayVariableNode);
|
|
ArrayNode->PinConnectionListChanged(TargetArrayPin);
|
|
|
|
// Set the array index
|
|
UEdGraphPin* TargetIndexPin = ArrayNode->FindPinChecked(TEXT("Index"));
|
|
TargetIndexPin->DefaultValue = FString::FromInt(ArrayIndex);
|
|
|
|
// Wire up the data input
|
|
UEdGraphPin* TargetItemPin = ArrayNode->FindPinChecked(TEXT("Item"));
|
|
TargetItemPin->CopyPersistentDataFromOldPin(*DestPin);
|
|
InCompilationContext.GetMessageLog().NotifyIntermediatePinCreation(TargetItemPin, DestPin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Single property
|
|
if (SourceInfo->CopyRecords.Num() > 0 && SourceInfo->CopyRecords[0].DestPin != nullptr)
|
|
{
|
|
UEdGraphPin* DestPin = SourceInfo->CopyRecords[0].DestPin;
|
|
|
|
PropertiesBeingSet.Add(DestPin->PinName);
|
|
TargetPin->CopyPersistentDataFromOldPin(*DestPin);
|
|
InCompilationContext.GetMessageLog().NotifyIntermediatePinCreation(TargetPin, DestPin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove any unused pins from the assignment node to avoid smashing constant values
|
|
for (int32 PinIndex = 0; PinIndex < AssignmentNode->ShowPinForProperties.Num(); ++PinIndex)
|
|
{
|
|
FOptionalPinFromProperty& TestProperty = AssignmentNode->ShowPinForProperties[PinIndex];
|
|
TestProperty.bShowPin = PropertiesBeingSet.Contains(TestProperty.PropertyName);
|
|
}
|
|
|
|
AssignmentNode->ReconstructNode();
|
|
}
|
|
}
|
|
|
|
void FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::PatchFunctionNameAndCopyRecordsInto(FExposedValueHandler& Handler) const
|
|
{
|
|
Handler.CopyRecords.Empty();
|
|
Handler.ValueHandlerNodeProperty = NodeVariableProperty;
|
|
|
|
if (IsFastPath())
|
|
{
|
|
for (const TPair<FName, FAnimNodeSinglePropertyHandler>& ServicedPropPair : ServicedProperties)
|
|
{
|
|
const FName& PropertyName = ServicedPropPair.Key;
|
|
const FAnimNodeSinglePropertyHandler& PropertyHandler = ServicedPropPair.Value;
|
|
|
|
for (const FPropertyCopyRecord& PropertyCopyRecord : PropertyHandler.CopyRecords)
|
|
{
|
|
// Only unbatched copies can be processed on a per-node basis
|
|
// Skip invalid copy indices as these are usually the result of BP errors/warnings
|
|
if(PropertyCopyRecord.LibraryCopyIndex != INDEX_NONE && PropertyCopyRecord.LibraryBatchType == EPropertyAccessBatchType::Unbatched)
|
|
{
|
|
Handler.CopyRecords.Emplace(PropertyCopyRecord.LibraryCopyIndex, PropertyCopyRecord.Operation);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// not all of our pins use copy records so we will need to call our exposed value handler
|
|
Handler.BoundFunction = HandlerFunctionName;
|
|
}
|
|
}
|
|
|
|
static UEdGraphPin* FindFirstInputPin(UEdGraphNode* InNode)
|
|
{
|
|
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
|
|
|
|
for(UEdGraphPin* Pin : InNode->Pins)
|
|
{
|
|
if(Pin && Pin->Direction == EGPD_Input && !Schema->IsExecPin(*Pin) && !Schema->IsSelfPin(*Pin))
|
|
{
|
|
return Pin;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
static bool ForEachInputPin(UEdGraphNode* InNode, TFunctionRef<bool(UEdGraphPin*)> InFunction)
|
|
{
|
|
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
|
|
bool bResult = false;
|
|
|
|
for(UEdGraphPin* Pin : InNode->Pins)
|
|
{
|
|
if(Pin && Pin->Direction == EGPD_Input && !Schema->IsExecPin(*Pin) && !Schema->IsSelfPin(*Pin))
|
|
{
|
|
bResult |= InFunction(Pin);
|
|
}
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
static UEdGraphNode* FollowKnots(UEdGraphPin* FromPin, UEdGraphPin*& ToPin)
|
|
{
|
|
if (FromPin->LinkedTo.Num() == 0)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
UEdGraphPin* LinkedPin = FromPin->LinkedTo[0];
|
|
ToPin = LinkedPin;
|
|
if(LinkedPin)
|
|
{
|
|
UEdGraphNode* LinkedNode = LinkedPin->GetOwningNode();
|
|
UK2Node_Knot* KnotNode = Cast<UK2Node_Knot>(LinkedNode);
|
|
while(KnotNode)
|
|
{
|
|
if(UEdGraphPin* InputPin = FindFirstInputPin(KnotNode))
|
|
{
|
|
if (InputPin->LinkedTo.Num() > 0 && InputPin->LinkedTo[0])
|
|
{
|
|
ToPin = InputPin->LinkedTo[0];
|
|
LinkedNode = InputPin->LinkedTo[0]->GetOwningNode();
|
|
KnotNode = Cast<UK2Node_Knot>(LinkedNode);
|
|
}
|
|
else
|
|
{
|
|
KnotNode = nullptr;
|
|
}
|
|
}
|
|
}
|
|
return LinkedNode;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::RegisterPin(UEdGraphPin* DestPin, FProperty* AssociatedProperty, int32 AssociatedPropertyArrayIndex)
|
|
{
|
|
FAnimNodeSinglePropertyHandler& Handler = ServicedProperties.FindOrAdd(AssociatedProperty->GetFName());
|
|
|
|
TArray<FString> DestPropertyPath;
|
|
|
|
// Prepend the destination property with the node's member property if the property is not on a UClass
|
|
if(Cast<UClass>(AssociatedProperty->Owner.ToUObject()) == nullptr)
|
|
{
|
|
DestPropertyPath.Add(NodeVariableProperty->GetName());
|
|
}
|
|
|
|
if(AssociatedPropertyArrayIndex != INDEX_NONE)
|
|
{
|
|
DestPropertyPath.Add(FString::Printf(TEXT("%s[%d]"), *AssociatedProperty->GetName(), AssociatedPropertyArrayIndex));
|
|
}
|
|
else
|
|
{
|
|
DestPropertyPath.Add(AssociatedProperty->GetName());
|
|
}
|
|
|
|
Handler.CopyRecords.Emplace(DestPin, AssociatedProperty, AssociatedPropertyArrayIndex, MoveTemp(DestPropertyPath));
|
|
}
|
|
|
|
void FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::RegisterPropertyBinding(FProperty* InProperty, const FAnimGraphNodePropertyBinding& InBinding)
|
|
{
|
|
FAnimNodeSinglePropertyHandler& Handler = ServicedProperties.FindOrAdd(InProperty->GetFName());
|
|
|
|
TArray<FString> DestPropertyPath;
|
|
|
|
// Prepend the destination property with the node's member property if the property is not on a UClass
|
|
if(Cast<UClass>(InProperty->Owner.ToUObject()) == nullptr)
|
|
{
|
|
DestPropertyPath.Add(NodeVariableProperty->GetName());
|
|
}
|
|
|
|
DestPropertyPath.Add(InProperty->GetName());
|
|
|
|
Handler.CopyRecords.Emplace(InBinding.PropertyPath, DestPropertyPath);
|
|
}
|
|
|
|
void FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::BuildFastPathCopyRecords(FAnimBlueprintCompilerHandler_Base& InHandler, IAnimBlueprintPostExpansionStepContext& InCompilationContext)
|
|
{
|
|
typedef bool (FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::*GraphCheckerFunc)(FCopyRecordGraphCheckContext&, UEdGraphPin*);
|
|
|
|
GraphCheckerFunc GraphCheckerFuncs[] =
|
|
{
|
|
&FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForSplitPinAccess,
|
|
&FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForVariableGet,
|
|
&FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForLogicalNot,
|
|
&FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForStructMemberAccess,
|
|
&FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForArrayAccess,
|
|
};
|
|
|
|
if (GetDefault<UEngine>()->bOptimizeAnimBlueprintMemberVariableAccess)
|
|
{
|
|
for (TPair<FName, FAnimNodeSinglePropertyHandler>& ServicedPropPair : ServicedProperties)
|
|
{
|
|
TArray<FPropertyCopyRecord> AllAdditionalCopyRecords;
|
|
|
|
for (FPropertyCopyRecord& CopyRecord : ServicedPropPair.Value.CopyRecords)
|
|
{
|
|
if(CopyRecord.SourcePropertyPath.Num() == 0)
|
|
{
|
|
TArray<FPropertyCopyRecord> AdditionalCopyRecords;
|
|
|
|
FCopyRecordGraphCheckContext Context(CopyRecord, AdditionalCopyRecords, InCompilationContext.GetMessageLog());
|
|
|
|
for (GraphCheckerFunc& CheckFunc : GraphCheckerFuncs)
|
|
{
|
|
if ((this->*CheckFunc)(Context, CopyRecord.DestPin))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(AdditionalCopyRecords.Num() > 0)
|
|
{
|
|
for(FPropertyCopyRecord& AdditionalCopyRecord : AdditionalCopyRecords)
|
|
{
|
|
CheckForMemberOnlyAccess(AdditionalCopyRecord, AdditionalCopyRecord.DestPin);
|
|
}
|
|
|
|
CopyRecord = AdditionalCopyRecords[0];
|
|
|
|
for(int32 AdditionalRecordIndex = 1; AdditionalRecordIndex < AdditionalCopyRecords.Num(); ++AdditionalRecordIndex)
|
|
{
|
|
AllAdditionalCopyRecords.Add(AdditionalCopyRecords[AdditionalRecordIndex]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CheckForMemberOnlyAccess(CopyRecord, CopyRecord.DestPin);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Append any additional copy records
|
|
ServicedPropPair.Value.CopyRecords.Append(AllAdditionalCopyRecords);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GetFullyQualifiedPathFromPin(const UEdGraphPin* Pin, TArray<FString>& OutPath)
|
|
{
|
|
FString PinName = Pin->PinName.ToString();
|
|
while (Pin->ParentPin != nullptr)
|
|
{
|
|
PinName[Pin->ParentPin->PinName.GetStringLength()] = TEXT('.');
|
|
Pin = Pin->ParentPin;
|
|
}
|
|
|
|
UE::String::ParseTokens(PinName, TEXT('.'), [&OutPath](FStringView InStringView)
|
|
{
|
|
OutPath.Add(FString(InStringView));
|
|
});
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForVariableGet(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
|
|
{
|
|
if(DestPin)
|
|
{
|
|
UEdGraphPin* SourcePin = nullptr;
|
|
if(UK2Node_VariableGet* VariableGetNode = Cast<UK2Node_VariableGet>(FollowKnots(DestPin, SourcePin)))
|
|
{
|
|
if(VariableGetNode && VariableGetNode->IsNodePure() && VariableGetNode->VariableReference.IsSelfContext())
|
|
{
|
|
if(SourcePin)
|
|
{
|
|
GetFullyQualifiedPathFromPin(SourcePin, Context.CopyRecord->SourcePropertyPath);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForLogicalNot(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
|
|
{
|
|
if(DestPin)
|
|
{
|
|
UEdGraphPin* SourcePin = nullptr;
|
|
UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(FollowKnots(DestPin, SourcePin));
|
|
if(CallFunctionNode && CallFunctionNode->FunctionReference.GetMemberName() == FName(TEXT("Not_PreBool")))
|
|
{
|
|
// find and follow input pin
|
|
if(UEdGraphPin* InputPin = FindFirstInputPin(CallFunctionNode))
|
|
{
|
|
check(InputPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Boolean);
|
|
if(CheckForVariableGet(Context, InputPin) || CheckForStructMemberAccess(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
|
|
{
|
|
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() or CheckForStructMemberAccess() above
|
|
Context.CopyRecord->Operation = EPostCopyOperation::LogicalNegateBool;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** The functions that we can safely native-break */
|
|
static const FName NativeBreakFunctionNameWhitelist[] =
|
|
{
|
|
FName(TEXT("BreakVector")),
|
|
FName(TEXT("BreakVector2D")),
|
|
FName(TEXT("BreakRotator")),
|
|
};
|
|
|
|
/** Check whether a native break function can be safely used in the fast-path copy system (ie. source and dest data will be the same) */
|
|
static bool IsWhitelistedNativeBreak(const FName& InFunctionName)
|
|
{
|
|
for(const FName& FunctionName : NativeBreakFunctionNameWhitelist)
|
|
{
|
|
if(InFunctionName == FunctionName)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** The functions that we can safely native-make */
|
|
static const FName NativeMakeFunctionNameWhitelist[] =
|
|
{
|
|
FName(TEXT("MakeVector")),
|
|
FName(TEXT("MakeVector2D")),
|
|
FName(TEXT("MakeRotator")),
|
|
};
|
|
|
|
/** Check whether a native break function can be safely used in the fast-path copy system (ie. source and dest data will be the same) */
|
|
static bool IsWhitelistedNativeMake(const FName& InFunctionName)
|
|
{
|
|
for(const FName& FunctionName : NativeMakeFunctionNameWhitelist)
|
|
{
|
|
if(InFunctionName == FunctionName)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForStructMemberAccess(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
|
|
{
|
|
if(DestPin)
|
|
{
|
|
UEdGraphPin* SourcePin = nullptr;
|
|
if(UK2Node_BreakStruct* BreakStructNode = Cast<UK2Node_BreakStruct>(FollowKnots(DestPin, SourcePin)))
|
|
{
|
|
if(UEdGraphPin* InputPin = FindFirstInputPin(BreakStructNode))
|
|
{
|
|
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
|
|
{
|
|
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() above
|
|
Context.CopyRecord->SourcePropertyPath.Add(SourcePin->PinName.ToString());
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
// could be a native break
|
|
else if(UK2Node_CallFunction* NativeBreakNode = Cast<UK2Node_CallFunction>(FollowKnots(DestPin, SourcePin)))
|
|
{
|
|
UFunction* Function = NativeBreakNode->FunctionReference.ResolveMember<UFunction>(UKismetMathLibrary::StaticClass());
|
|
if(Function && Function->HasMetaData(TEXT("NativeBreakFunc")) && IsWhitelistedNativeBreak(Function->GetFName()))
|
|
{
|
|
if(UEdGraphPin* InputPin = FindFirstInputPin(NativeBreakNode))
|
|
{
|
|
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
|
|
{
|
|
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() above
|
|
Context.CopyRecord->SourcePropertyPath.Add(SourcePin->PinName.ToString());
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForSplitPinAccess(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
|
|
{
|
|
if(DestPin)
|
|
{
|
|
FPropertyCopyRecord OriginalRecord = *Context.CopyRecord;
|
|
|
|
UEdGraphPin* SourcePin = nullptr;
|
|
if(UK2Node_MakeStruct* MakeStructNode = Cast<UK2Node_MakeStruct>(FollowKnots(DestPin, SourcePin)))
|
|
{
|
|
// Idea here is to account for split pins, so we want to narrow the scope to not also include user-placed makes
|
|
UObject* SourceObject = Context.MessageLog.FindSourceObject(MakeStructNode);
|
|
if(SourceObject && SourceObject->IsA<UAnimGraphNode_Base>())
|
|
{
|
|
return ForEachInputPin(MakeStructNode, [this, &Context, &OriginalRecord](UEdGraphPin* InputPin)
|
|
{
|
|
Context.CopyRecord->SourcePropertyPath = OriginalRecord.SourcePropertyPath;
|
|
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
|
|
{
|
|
check(Context.CopyRecord->DestPropertyPath.Num() > 0);
|
|
FPropertyCopyRecord RecordCopy = *Context.CopyRecord;
|
|
FPropertyCopyRecord& NewRecord = Context.AdditionalCopyRecords.Add_GetRef(MoveTemp(RecordCopy));
|
|
|
|
NewRecord.DestPropertyPath = OriginalRecord.DestPropertyPath;
|
|
NewRecord.DestPropertyPath.Add(InputPin->PinName.ToString());
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
});
|
|
}
|
|
}
|
|
else if(UK2Node_CallFunction* NativeMakeNode = Cast<UK2Node_CallFunction>(FollowKnots(DestPin, SourcePin)))
|
|
{
|
|
UFunction* Function = NativeMakeNode->FunctionReference.ResolveMember<UFunction>(UKismetMathLibrary::StaticClass());
|
|
if(Function && Function->HasMetaData(TEXT("NativeMakeFunc")) && IsWhitelistedNativeMake(Function->GetFName()))
|
|
{
|
|
// Idea here is to account for split pins, so we want to narrow the scope to not also include user-placed makes
|
|
UObject* SourceObject = Context.MessageLog.FindSourceObject(MakeStructNode);
|
|
if(SourceObject && SourceObject->IsA<UAnimGraphNode_Base>())
|
|
{
|
|
return ForEachInputPin(NativeMakeNode, [this, &Context, &OriginalRecord](UEdGraphPin* InputPin)
|
|
{
|
|
Context.CopyRecord->SourcePropertyPath = OriginalRecord.SourcePropertyPath;
|
|
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
|
|
{
|
|
check(Context.CopyRecord->DestPropertyPath.Num() > 0);
|
|
FPropertyCopyRecord RecordCopy = *Context.CopyRecord;
|
|
FPropertyCopyRecord& NewRecord = Context.AdditionalCopyRecords.Add_GetRef(MoveTemp(RecordCopy));
|
|
|
|
NewRecord.DestPropertyPath = OriginalRecord.DestPropertyPath;
|
|
NewRecord.DestPropertyPath.Add(InputPin->PinName.ToString());
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForArrayAccess(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
|
|
{
|
|
if(DestPin)
|
|
{
|
|
UEdGraphPin* SourcePin = nullptr;
|
|
if(UK2Node_CallArrayFunction* CallArrayFunctionNode = Cast<UK2Node_CallArrayFunction>(FollowKnots(DestPin, SourcePin)))
|
|
{
|
|
if(CallArrayFunctionNode->GetTargetFunction() == UKismetArrayLibrary::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UKismetArrayLibrary, Array_Get)))
|
|
{
|
|
// Check array index is constant
|
|
int32 ArrayIndex = INDEX_NONE;
|
|
if(UEdGraphPin* IndexPin = CallArrayFunctionNode->FindPin(TEXT("Index")))
|
|
{
|
|
if(IndexPin->LinkedTo.Num() > 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ArrayIndex = FCString::Atoi(*IndexPin->DefaultValue);
|
|
}
|
|
|
|
if(UEdGraphPin* TargetArrayPin = CallArrayFunctionNode->FindPin(TEXT("TargetArray")))
|
|
{
|
|
if(CheckForVariableGet(Context, TargetArrayPin) || CheckForStructMemberAccess(Context, TargetArrayPin))
|
|
{
|
|
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() or CheckForStructMemberAccess() above
|
|
Context.CopyRecord->SourcePropertyPath.Last().Append(FString::Printf(TEXT("[%d]"), ArrayIndex));
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEvaluationHandlerRecord::CheckForMemberOnlyAccess(FPropertyCopyRecord& CopyRecord, UEdGraphPin* DestPin)
|
|
{
|
|
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
|
|
|
|
if(DestPin)
|
|
{
|
|
// traverse pins to leaf nodes and check for member access/pure only
|
|
TArray<UEdGraphPin*> PinStack;
|
|
PinStack.Add(DestPin);
|
|
while(PinStack.Num() > 0)
|
|
{
|
|
UEdGraphPin* CurrentPin = PinStack.Pop(false);
|
|
for(auto& LinkedPin : CurrentPin->LinkedTo)
|
|
{
|
|
UEdGraphNode* LinkedNode = LinkedPin->GetOwningNode();
|
|
if(LinkedNode)
|
|
{
|
|
bool bLeafNode = true;
|
|
for(auto& Pin : LinkedNode->Pins)
|
|
{
|
|
if(Pin != LinkedPin && Pin->Direction == EGPD_Input && !AnimGraphDefaultSchema->IsPosePin(Pin->PinType))
|
|
{
|
|
bLeafNode = false;
|
|
PinStack.Add(Pin);
|
|
}
|
|
}
|
|
|
|
if(bLeafNode)
|
|
{
|
|
if(UK2Node_VariableGet* LinkedVariableGetNode = Cast<UK2Node_VariableGet>(LinkedNode))
|
|
{
|
|
if(!LinkedVariableGetNode->IsNodePure() || !LinkedVariableGetNode->VariableReference.IsSelfContext())
|
|
{
|
|
// only local variable access is allowed for leaf nodes
|
|
CopyRecord.InvalidateFastPath();
|
|
}
|
|
}
|
|
else if(UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(LinkedNode))
|
|
{
|
|
if(!CallFunctionNode->IsNodePure())
|
|
{
|
|
// only allow pure function calls
|
|
CopyRecord.InvalidateFastPath();
|
|
}
|
|
}
|
|
else if(!LinkedNode->IsA<UK2Node_TransitionRuleGetter>())
|
|
{
|
|
CopyRecord.InvalidateFastPath();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return CopyRecord.IsFastPath();
|
|
}
|
|
|
|
bool FAnimBlueprintCompilerHandler_Base::FEffectiveConstantRecord::Apply(UObject* Object)
|
|
{
|
|
uint8* PropertyPtr = nullptr;
|
|
|
|
UClass* ClassOwner = ConstantProperty->GetOwner<UClass>();
|
|
|
|
if(NodeVariableProperty->Struct->IsChildOf(FAnimNode_CustomProperty::StaticStruct()) && ClassOwner && Object->GetClass()->IsChildOf(ClassOwner))
|
|
{
|
|
PropertyPtr = ConstantProperty->ContainerPtrToValuePtr<uint8>(Object);
|
|
}
|
|
else
|
|
{
|
|
// Check the node property is a member of the object's class
|
|
check(NodeVariableProperty->GetOwner<UClass>() && Object->GetClass()->IsChildOf(NodeVariableProperty->GetOwner<UClass>()));
|
|
// Check the constant property is a member of the node's struct
|
|
check(ConstantProperty->GetOwner<UStruct>() && NodeVariableProperty->Struct->IsChildOf(ConstantProperty->GetOwner<UStruct>()));
|
|
uint8* StructPtr = NodeVariableProperty->ContainerPtrToValuePtr<uint8>(Object);
|
|
PropertyPtr = ConstantProperty->ContainerPtrToValuePtr<uint8>(StructPtr);
|
|
}
|
|
|
|
if (ArrayIndex != INDEX_NONE)
|
|
{
|
|
FArrayProperty* ArrayProperty = CastFieldChecked<FArrayProperty>(ConstantProperty);
|
|
|
|
// Peer inside the array
|
|
FScriptArrayHelper ArrayHelper(ArrayProperty, PropertyPtr);
|
|
|
|
if (ArrayHelper.IsValidIndex(ArrayIndex))
|
|
{
|
|
FBlueprintEditorUtils::PropertyValueFromString_Direct(ArrayProperty->Inner, LiteralSourcePin->GetDefaultAsString(), ArrayHelper.GetRawPtr(ArrayIndex));
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FBlueprintEditorUtils::PropertyValueFromString_Direct(ConstantProperty, LiteralSourcePin->GetDefaultAsString(), PropertyPtr);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |