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Refactored tick record sync into utility structure - FAnimSync. This improves the odd API around tick records, better encapsulating functionality and leaving less for the caller to get wrong. This will also eventually allow this to be refactored out into a scriptable pipeline stage. Added sync node and scoped sync message for new 'graph based sync'. Nodes that subscribe to graph-based-sync determine their sync group based on the scope that they are in. Removed 4.26-style sync scopes - pushed all syncing up to the main anim instance. Linked anim instances no longer sync their own tick records. To make graph based sync more useful, surfaced graph attributes and their visualizations as labels on pins and parallel wires to visualize flow. This involves statically determining the attribute flow of the graph at compile time. Added a new compiler handler to deal with this new debug data. Updated a lot of nodes to specify their attributes so graph flow can be correctly visualized. Added tracing of attributes and sync records and visualization of traced records when debugging the anim graph. #rb Jurre.deBaare, Martin.Wilson [CL 14998555 by Thomas Sarkanen in ue5-main branch]
27 lines
935 B
C++
27 lines
935 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "AnimNodes/AnimNode_Sync.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimGraphNode_Sync.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_Sync : public UAnimGraphNode_Base
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_Sync Node;
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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// UAnimGraphNode_Base interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
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virtual void GetInputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
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}; |