Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpaceEvaluator.cpp
Thomas Sarkanen 5419497f90 BlendSpace 2.0: Blendspace Graph Node
Added a new animation graph node that hosts its own UBlendSpaceBase. Modified UBlendSpaceBase to allow for pose links to be evaluated as the sample points.
The new blend space graphs can be spawned from existing UBlendSpace and UBlendSpace1D assets, or they can be created from scratch, or they can be converted from existing blendspace player nodes via the context menu.

Fixed anim node conversion functions so that their transactions work correctly.

Updated FBlueprintEditorUtils::IsGraphNameUnique to allow it to work with any object as the outer, not just UBlueprint. UBlueprint still has a special case for functions and events. This is to support GenerateUniqueGraphName within a scope (e.g. an outer graph).

Formalized the concept of 'node sub-graphs' (as well as the composite node pattern a little). Previously a number of known node types that contained sub-graphs (e.g. UK2Node_Composite) had special case logic for dealing with node/graph deletion etc. Now  any node can opt into this behaviour via the GetSubGraphs() override.

Added status bar readouts for the blendspace grid, so we dont have to stuff the prompts into the tooltip any more.

Moved anim BP related APIs out of FBlueprintEditor. They are always used via FAnimationBlueprintEditor.

Refactored graph title bar widget creation out into a function to allow other document tab factories to create it.

Altered breadcrumb trail click callbacks and SMyBlueprint::ExecuteAction to always JumpToHyperLink rather than calling OpenDocument directly. This allows unknown (to FBlueprintEditor) document types that reference objects to be correctly jumped to using the breadcrumb trail. Derived asset editors (i.e. FAnimationBlueprintEditor) can intercept the JumpToHyperlink call to ensure that the correct document is presented (i.e. the correct tab payload is generated).

Instead of making yet another bunch of duplicated code for handling the various alpha blend options, refactored this into FAnimGraphNodeAlphaOptions (for editor code) and FAnimNodeAlphaOptions (for runtime code).

Added OnCopyTermDefaultsToDefaultObject for per-node copying of default values from editor node to runtime node, rather than another special-case in the compiler.

#rb Jurre.deBaare,Phillip.Kavan

[CL 15177316 by Thomas Sarkanen in ue5-main branch]
2021-01-25 08:43:19 -04:00

206 lines
7.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_BlendSpaceEvaluator.h"
#include "ToolMenus.h"
#include "AnimGraphCommands.h"
#include "Kismet2/CompilerResultsLog.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpaceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitleForBlendSpace(ENodeTitleType::Type TitleType, UBlendSpaceBase* InBlendSpace) const
{
const FText BlendSpaceName = FText::FromString(InBlendSpace->GetName());
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendSpaceEvaluatorListTitle", "Blendspace Evaluator '{BlendSpaceName}'"), Args), this);
}
else
{
FFormatNamedArguments TitleArgs;
TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
FText Title = FText::Format(LOCTEXT("BlendSpaceEvaluatorFullTitle", "{BlendSpaceName}\nBlendspace Evaluator"), TitleArgs);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), Title);
Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
}
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, Title, this);
}
return CachedNodeTitles[TitleType];
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.BlendSpace == nullptr)
{
// we may have a valid variable connected or default pin value
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace));
if (BlendSpacePin && BlendSpacePin->LinkedTo.Num() > 0)
{
return LOCTEXT("BlendSpaceEvaluator_Variable_Title", "Blendspace Evaluator");
}
else if (BlendSpacePin && BlendSpacePin->DefaultObject != nullptr)
{
return GetNodeTitleForBlendSpace(TitleType, CastChecked<UBlendSpaceBase>(BlendSpacePin->DefaultObject));
}
else
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("BlendSpaceEvaluator_NONE_ListTitle", "Blendspace Evaluator '(None)'");
}
else
{
return LOCTEXT("BlendSpaceEvaluator_NONE_Title", "(None)\nBlendspace Evaluator");
}
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
return GetNodeTitleForBlendSpace(TitleType, Node.BlendSpace);
}
}
void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty so that we don't get duplicate blend space entries.
// You can convert a regular blend space player to an evaluator via the right click context menu
}
void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
{
// Check for bindings
bool bHasBinding = false;
if(BlendSpacePin != nullptr)
{
if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(BlendSpacePin->GetFName()))
{
bHasBinding = true;
}
}
// we may have a connected node or binding
if (BlendSpacePin == nullptr || (BlendSpacePin->LinkedTo.Num() == 0 && !bHasBinding))
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
}
else
{
USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
if (BlendSpaceSkeleton&& // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupName = SyncGroup.GroupName;
Node.GroupRole = SyncGroup.GroupRole;
Node.Method = SyncGroup.Method;
}
void UAnimGraphNode_BlendSpaceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSPlayer);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(Asset))
{
Node.BlendSpace = BlendSpace;
}
}
bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
{
UBlendSpaceBase* BlendSpace = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpace == nullptr)
{
BlendSpace = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
return BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpaceEvaluator::StaticStruct();
}
EAnimAssetHandlerType UAnimGraphNode_BlendSpaceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UBlendSpaceBase::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
{
return EAnimAssetHandlerType::Supported;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE