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Prevent filtering and selection of anim blueprints with incompatible/null skeletons, depending on context. Additionally prevents non-template anim blueprints from being selected within templates and adds compile-time checks for compatibilty #jira UE-136082 - Crash when clicking on the dropdown next to Instance Class in the Linked Anim Layer node settings #rb Keith.Yerex #preflight 61b092e55c61dba07bf10535 #ROBOMERGE-AUTHOR: thomas.sarkanen #ROBOMERGE-SOURCE: CL 18404540 in //UE5/Release-5.0/... via CL 18404541 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18404555 by thomas sarkanen in ue5-release-engine-test branch]
96 lines
4.4 KiB
C++
96 lines
4.4 KiB
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 "UObject/ObjectMacros.h"
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#include "Misc/Guid.h"
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#include "AnimGraphNode_CustomProperty.h"
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#include "EdGraphSchema_K2_Actions.h"
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#include "IClassVariableCreator.h"
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#include "K2Node_EventNodeInterface.h"
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#include "AnimGraphNode_LinkedAnimGraphBase.generated.h"
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class FCompilerResultsLog;
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class IDetailLayoutBuilder;
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class IPropertyHandle;
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class SToolTip;
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struct FAnimNode_LinkedAnimGraph;
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UCLASS(MinimalAPI, Abstract)
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class UAnimGraphNode_LinkedAnimGraphBase : public UAnimGraphNode_CustomProperty, public IK2Node_EventNodeInterface
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{
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GENERATED_BODY()
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public:
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//~ Begin UEdGraphNode Interface.
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetMenuCategory() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void CreateOutputPins() override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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//~ End UEdGraphNode Interface.
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// UAnimGraphNode_Base interface
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virtual FPoseLinkMappingRecord GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin) override;
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virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
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virtual bool ShouldShowAttributesOnPins() const override { return false; }
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virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
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virtual void GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const override;
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// UAnimGraphNode_CustomProperty interface
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virtual bool IsStructuralProperty(FProperty* InProperty) const override;
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// Node accessor
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virtual FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() PURE_VIRTUAL(UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode, return nullptr;);
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virtual const FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() const PURE_VIRTUAL(UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode, return nullptr;);
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// IK2Node_EventNodeInterface interface
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virtual TSharedPtr<FEdGraphSchemaAction> GetEventNodeAction(const FText& ActionCategory) override;
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protected:
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friend class UAnimBlueprintExtension_LinkedAnimGraph;
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// Called pre-compilation to allocate pose links
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void AllocatePoseLinks();
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// Finds out whether there is a loop in the graph formed by linked instances from this node
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bool HasInstanceLoop();
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/** Generates widgets for exposing/hiding Pins for this node using the provided detail builder */
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void GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder);
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// Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required
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// to track the graph links
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// VisitedNodes - Node we have searched the links of, so we don't do it twice
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// NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop
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static bool HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack);
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// ----- UI CALLBACKS ----- //
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// Gets path to the currently selected instance class' blueprint
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virtual FString GetCurrentInstanceBlueprintPath() const;
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// Filter callback for blueprints (only accept matching skeletons/interfaces)
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virtual bool OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const;
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// Instance blueprint was changed by user
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void OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder);
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// ----- END UI CALLBACKS ----- //
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// Skeleton name used for filtering unloaded classes
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FString SkeletonName;
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// Template flag used for filtering unloaded classes
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bool bIsTemplateAnimBlueprint = false;
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// Interface flag used for filtering unloaded classes
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bool bIsInterfaceBlueprint = false;
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};
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UE_DEPRECATED(4.24, "UAnimGraphNode_SubInstanceBase has been renamed to UAnimGraphNode_LinkedAnimGraphBase")
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typedef UAnimGraphNode_LinkedAnimGraphBase UAnimGraphNode_SubInstanceBase;
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