Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_PoseHandler.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

69 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_PoseHandler.h"
#include "Animation/PoseAsset.h"
#include "AnimNodes/AnimNode_PoseHandler.h"
#include "Kismet2/CompilerResultsLog.h"
UAnimGraphNode_PoseHandler::UAnimGraphNode_PoseHandler(const FObjectInitializer& ObjectInitializer)
:Super(ObjectInitializer)
{
}
void UAnimGraphNode_PoseHandler::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
UPoseAsset* PoseAssetToCheck = GetPoseHandlerNode()->PoseAsset;
UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
if (PoseAssetPin != nullptr && PoseAssetToCheck == nullptr)
{
PoseAssetToCheck = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
}
if (PoseAssetToCheck == nullptr)
{
if (IsPoseAssetRequired() && (PoseAssetPin == nullptr || PoseAssetPin->LinkedTo.Num() == 0))
{
MessageLog.Error(TEXT("@@ references an unknown poseasset"), this);
}
}
else
{
USkeleton* SeqSkeleton = PoseAssetToCheck->GetSkeleton();
if (SeqSkeleton && // if PoseAsset doesn't have skeleton, it might be due to PoseAsset not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!SeqSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references poseasset that uses different skeleton @@"), this, SeqSkeleton);
}
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
void UAnimGraphNode_PoseHandler::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UPoseAsset* PoseAsset = Cast<UPoseAsset>(Asset))
{
GetPoseHandlerNode()->PoseAsset = PoseAsset;
}
}
void UAnimGraphNode_PoseHandler::PreloadRequiredAssets()
{
PreloadObject(GetPoseHandlerNode()->PoseAsset);
Super::PreloadRequiredAssets();
}
UAnimationAsset* UAnimGraphNode_PoseHandler::GetAnimationAsset() const
{
UPoseAsset* PoseAsset = GetPoseHandlerNode()->PoseAsset;
UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
if (PoseAssetPin != nullptr && PoseAsset == nullptr)
{
PoseAsset = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
}
return PoseAsset;
}