Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintExtension.cpp
thomas sarkanen cecebd0cf8 Anim blueprint encapsulation improvements
Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs
Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant.
Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it.
Functions are displayed on the node if bound, and in the details panel.
Added a new override point to FAnimSubsystemInstance to allow for WT init.
Moved FMemberReference customization into a public header so it can be used on anim node functions.
Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them.
Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly).
Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code.
A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation).
Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied

#rb Jurre.deBaare,Aaron.Cox

#ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-17 08:59:23 -04:00

284 lines
9.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimBlueprintExtension.h"
#include "Animation/AnimSubsystem.h"
#include "Animation/AnimSubsystemInstance.h"
#include "IAnimBlueprintCopyTermDefaultsContext.h"
#include "Animation/AnimBlueprint.h"
#include "Templates/SubclassOf.h"
#include "AnimBlueprintExtension_Base.h"
#include "AnimBlueprintExtension_Attributes.h"
#include "AnimBlueprintExtension_PropertyAccess.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AnimBlueprintExtension_NodeRelevancy.h"
// Set used to refresh extensions. Checks that an extension has a reference from an anim node for each refresh.
static TSet<TSubclassOf<UAnimBlueprintExtension>> RefreshSet;
static bool GIsRefreshingExtensions = false;
UAnimBlueprintExtension* UAnimBlueprintExtension::RequestExtension(UAnimBlueprint* InAnimBlueprint, TSubclassOf<UAnimBlueprintExtension> InExtensionType)
{
// Do not use RequestExtension when a blueprint is being compiled. Extensions should be consistent throughout all compilation stages.
check(!InAnimBlueprint->bBeingCompiled);
if(GIsRefreshingExtensions)
{
RefreshSet.Add(InExtensionType);
}
// Look for an existing extension
if(UAnimBlueprintExtension* ExistingExtension = GetExtension(InAnimBlueprint, InExtensionType))
{
return ExistingExtension;
}
// Not found, create one
UAnimBlueprintExtension* NewExtension = NewObject<UAnimBlueprintExtension>(InAnimBlueprint, InExtensionType.Get());
InAnimBlueprint->Extensions.Add(NewExtension);
return NewExtension;
}
UAnimBlueprintExtension* UAnimBlueprintExtension::GetExtension(UAnimBlueprint* InAnimBlueprint, TSubclassOf<UAnimBlueprintExtension> InExtensionType)
{
// Look for an existing extension
for(UBlueprintExtension* Extension : InAnimBlueprint->Extensions)
{
if(Extension && Extension->GetClass() == InExtensionType)
{
return CastChecked<UAnimBlueprintExtension>(Extension);
}
}
return nullptr;
}
TArray<UAnimBlueprintExtension*> UAnimBlueprintExtension::GetExtensions(UAnimBlueprint* InAnimBlueprint)
{
TArray<UAnimBlueprintExtension*> Extensions;
for(UBlueprintExtension* Extension : InAnimBlueprint->Extensions)
{
if(Extension && Extension->GetClass()->IsChildOf(UAnimBlueprintExtension::StaticClass()))
{
Extensions.Add(CastChecked<UAnimBlueprintExtension>(Extension));
}
}
return Extensions;
}
void UAnimBlueprintExtension::RequestExtensionsForNode(UAnimGraphNode_Base* InAnimGraphNode)
{
if(UAnimBlueprint* AnimBlueprint = InAnimGraphNode->GetAnimBlueprint())
{
TArray<TSubclassOf<UAnimBlueprintExtension>> ExtensionClasses =
{
UAnimBlueprintExtension_Base::StaticClass(),
UAnimBlueprintExtension_Attributes::StaticClass(),
UAnimBlueprintExtension_PropertyAccess::StaticClass()
};
if(InAnimGraphNode->BecomeRelevantFunction.GetMemberGuid().IsValid())
{
ExtensionClasses.Add(UAnimBlueprintExtension_NodeRelevancy::StaticClass());
}
InAnimGraphNode->GetRequiredExtensions(ExtensionClasses);
for(const TSubclassOf<UAnimBlueprintExtension>& ExtensionClass : ExtensionClasses)
{
// Request any subsystem that we need to compile
RequestExtension(AnimBlueprint, ExtensionClass);
}
}
}
void UAnimBlueprintExtension::RefreshExtensions(UAnimBlueprint* InAnimBlueprint)
{
GIsRefreshingExtensions = true;
RefreshSet.Empty();
TArray<UAnimGraphNode_Base*> AllNodes;
FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_Base>(InAnimBlueprint, AllNodes);
for(UAnimGraphNode_Base* Node : AllNodes)
{
RequestExtensionsForNode(Node);
}
// Remove all extensions that are no longer needed
InAnimBlueprint->Extensions.RemoveAll([](UBlueprintExtension* InExtension)
{
if(UAnimBlueprintExtension* AnimBlueprintExtension = Cast<UAnimBlueprintExtension>(InExtension))
{
return !RefreshSet.Contains(AnimBlueprintExtension->GetClass());
}
return false;
});
RefreshSet.Empty();
GIsRefreshingExtensions = false;
}
void UAnimBlueprintExtension::ForEachExtension(UAnimBlueprint* InAnimBlueprint, TFunctionRef<void(UAnimBlueprintExtension*)> InFunction)
{
for (UBlueprintExtension* BlueprintExtension : InAnimBlueprint->Extensions)
{
if(UAnimBlueprintExtension* AnimBlueprintExtension = Cast<UAnimBlueprintExtension>(BlueprintExtension))
{
InFunction(AnimBlueprintExtension);
}
}
}
const UScriptStruct* UAnimBlueprintExtension::GetInstanceDataType() const
{
UScriptStruct* FoundStruct = FAnimSubsystemInstance::StaticStruct();
for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(FAnimSubsystemInstance::StaticStruct()))
{
FoundStruct = StructProp->Struct;
break;
}
}
}
return FoundStruct;
}
const UScriptStruct* UAnimBlueprintExtension::GetClassDataType() const
{
UScriptStruct* FoundStruct = FAnimSubsystem::StaticStruct();
for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(FAnimSubsystem::StaticStruct()))
{
FoundStruct = StructProp->Struct;
break;
}
}
}
return FoundStruct;
}
const FStructProperty* UAnimBlueprintExtension::GetInstanceDataProperty() const
{
for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(FAnimSubsystemInstance::StaticStruct()))
{
return StructProp;
}
}
}
return nullptr;
}
const FStructProperty* UAnimBlueprintExtension::GetClassDataProperty() const
{
for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(FAnimSubsystem::StaticStruct()))
{
return StructProp;
}
}
}
return nullptr;
}
UAnimBlueprint* UAnimBlueprintExtension::GetAnimBlueprint() const
{
return CastChecked<UAnimBlueprint>(GetOuter());
}
void* UAnimBlueprintExtension::GetClassDataInternal()
{
if(const FStructProperty* Property = GetClassDataProperty())
{
return Property->ContainerPtrToValuePtr<void>(this);
}
static FAnimSubsystem Default;
return &Default;
}
void* UAnimBlueprintExtension::GetInstanceDataInternal()
{
if(const FStructProperty* Property = GetInstanceDataProperty())
{
return Property->ContainerPtrToValuePtr<void>(this);
}
static FAnimSubsystemInstance Default;
return &Default;
}
void UAnimBlueprintExtension::BeginCompilation(IAnimBlueprintCompilerCreationContext& InCreationContext)
{
HandleBeginCompilation(InCreationContext);
}
void UAnimBlueprintExtension::StartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
HandleStartCompilingClass(InClass, InCompilationContext, OutCompiledData);
}
void UAnimBlueprintExtension::PreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
HandlePreProcessAnimationNodes(InAnimNodes, InCompilationContext, OutCompiledData);
}
void UAnimBlueprintExtension::PostProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
HandlePostProcessAnimationNodes(InAnimNodes, InCompilationContext, OutCompiledData);
}
void UAnimBlueprintExtension::FinishCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
HandleFinishCompilingClass(InClass, InCompilationContext, OutCompiledData);
}
void UAnimBlueprintExtension::PostExpansionStep(const UEdGraph* InGraph, IAnimBlueprintPostExpansionStepContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
HandlePostExpansionStep(InGraph, InCompilationContext, OutCompiledData);
}
void UAnimBlueprintExtension::CopyTermDefaultsToDefaultObject(UObject* InDefaultObject, IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintExtensionCopyTermDefaultsContext& InPerExtensionContext)
{
if(InPerExtensionContext.GetTargetProperty() && InPerExtensionContext.GetDestinationPtr() && InPerExtensionContext.GetSourcePtr())
{
InPerExtensionContext.GetTargetProperty()->CopyCompleteValue(InPerExtensionContext.GetDestinationPtr(), InPerExtensionContext.GetSourcePtr());
}
HandleCopyTermDefaultsToDefaultObject(InDefaultObject, InCompilationContext, InPerExtensionContext);
}
void UAnimBlueprintExtension::CopyTermDefaultsToSparseClassData(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintExtensionCopyTermDefaultsContext& InPerExtensionContext)
{
if(InPerExtensionContext.GetTargetProperty() && InPerExtensionContext.GetDestinationPtr() && InPerExtensionContext.GetSourcePtr())
{
InPerExtensionContext.GetTargetProperty()->CopyCompleteValue(InPerExtensionContext.GetDestinationPtr(), InPerExtensionContext.GetSourcePtr());
}
HandleCopyTermDefaultsToSparseClassData(InCompilationContext, InPerExtensionContext);
}
void UAnimBlueprintExtension::EndCompilation()
{
HandleEndCompilation();
}