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Removed direct access to currently compiling BP class to restrict unguarded mutation. Const-corrected various accessors and overrides. Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency. Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to. Removed anim class subsystems. Moved property access code to engine module (editor code is still in a plugin). Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy #rb Dan.OConnor #jira none [CL 14278258 by Thomas Sarkanen in ue5-main branch]
23 lines
1.0 KiB
C++
23 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimBlueprintCompilerHandler_LinkedAnimGraph.h"
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#include "AnimGraphNode_LinkedAnimGraphBase.h"
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#include "IAnimBlueprintCompilerCreationContext.h"
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#include "IAnimBlueprintCompilationContext.h"
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#include "IAnimBlueprintGeneratedClassCompiledData.h"
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FAnimBlueprintCompilerHandler_LinkedAnimGraph::FAnimBlueprintCompilerHandler_LinkedAnimGraph(IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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InCreationContext.OnPreProcessAnimationNodes().AddRaw(this, &FAnimBlueprintCompilerHandler_LinkedAnimGraph::PreProcessAnimationNodes);
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}
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void FAnimBlueprintCompilerHandler_LinkedAnimGraph::PreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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for(UAnimGraphNode_Base* AnimNode : InAnimNodes)
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{
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if(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphBase = Cast<UAnimGraphNode_LinkedAnimGraphBase>(AnimNode))
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{
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LinkedAnimGraphBase->AllocatePoseLinks();
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}
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}
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} |