Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendSpaceGraphBase.h
Thomas Sarkanen 16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00

110 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "Containers/ArrayView.h"
#include "AnimGraphNode_BlendSpaceGraphBase.generated.h"
class FBlueprintActionDatabaseRegistrar;
class IAnimBlueprintCopyTermDefaultsContext;
class IAnimBlueprintNodeCopyTermDefaultsContext;
class IAnimBlueprintGeneratedClassCompiledData;
class UBlendSpaceGraph;
class UAnimationBlendSpaceSampleGraph;
UCLASS()
class ANIMGRAPH_API UAnimGraphNode_BlendSpaceGraphBase : public UAnimGraphNode_Base
{
GENERATED_BODY()
public:
UAnimGraphNode_BlendSpaceGraphBase();
// Access the graphs for each sample
TArrayView<UEdGraph* const> GetGraphs() const { return Graphs; }
// Access the 'dummy' blendspace graph
UBlendSpaceGraph* GetBlendSpaceGraph() const { return BlendSpaceGraph; }
// Adds a new graph to the internal array
UAnimationBlendSpaceSampleGraph* AddGraph(FName InSampleName, UAnimSequence* InSequence);
// Removes the graph at the specified index
void RemoveGraph(int32 InSampleIndex);
// Replaces the graph at the specified index
void ReplaceGraph(int32 InSampleIndex, UAnimSequence* InSequence);
// Setup this node from the specified asset
void SetupFromAsset(UBlendSpace* InBlendSpace, bool bInIsTemplateNode);
// UEdGraphNode interface
virtual void PostPlacedNewNode() override;
// @return the sync group name assigned to this node
FName GetSyncGroupName() const;
// Set the sync group name assigned to this node
void SetSyncGroupName(FName InName);
protected:
// Get the name of the blendspace graph
FString GetBlendSpaceGraphName() const;
// Get the name of the blendspace
FString GetBlendSpaceName() const;
// Setup this node from the specified class
void SetupFromClass(TSubclassOf<UBlendSpace> InBlendSpaceClass, bool bInIsTemplateNode);
// Internal blendspace
UPROPERTY()
TObjectPtr<UBlendSpace> BlendSpace;
// Blendspace class, for template nodes
UPROPERTY()
TSubclassOf<UBlendSpace> BlendSpaceClass;
// Dummy blendspace graph (used for navigation only)
UPROPERTY()
TObjectPtr<UBlendSpaceGraph> BlendSpaceGraph;
// Linked animation graphs for sample points
UPROPERTY()
TArray<TObjectPtr<UEdGraph>> Graphs;
protected:
// UEdGraphNode interface
virtual FText GetMenuCategory() const override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual void JumpToDefinition() const override;
virtual TArray<UEdGraph*> GetSubGraphs() const override;
virtual void DestroyNode() override;
virtual void OnRenameNode(const FString& NewName) override;
virtual TSharedPtr<INameValidatorInterface> MakeNameValidator() const override;
virtual void PostPasteNode() override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const override;
// UAnimGraphNode_Base interface
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& InDetailBuilder) override;
virtual void GetInputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
virtual void GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const override;
// UK2Node interface
virtual void PreloadRequiredAssets() override;
// Helper function for compilation
UAnimGraphNode_Base* ExpandGraphAndProcessNodes(UEdGraph* SourceGraph, UAnimGraphNode_Base* SourceRootNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData);
// Helper function for AddGraph/ReplaceGraph - builds the new graph but doesnt add it to Graphs array.
UAnimationBlendSpaceSampleGraph* AddGraphInternal(FName InSampleName, UAnimSequence* InSequence);
};