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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]
94 lines
4.4 KiB
C++
94 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_Base.h"
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#include "Animation/AnimNode_CustomProperty.h"
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#include "IClassVariableCreator.h"
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#include "AnimGraphNode_CustomProperty.generated.h"
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class FCompilerResultsLog;
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class IDetailLayoutBuilder;
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class IPropertyHandle;
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UCLASS(Abstract)
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class ANIMGRAPH_API UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base, public IClassVariableCreator
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{
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GENERATED_BODY()
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public:
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// IClassVariableCreator interface
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virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
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//~ Begin UEdGraphNode Interface.
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const override;
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//~ End UEdGraphNode Interface.
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// UAnimGraphNode_Base interface
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
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virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
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// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
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void GetInstancePinProperty(const IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphPin* InInputPin, FProperty*& OutProperty);
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// Gets the unique name for the property linked to a given pin
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FString GetPinTargetVariableName(const UEdGraphPin* InPin) const;
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// Gets Target Class this properties to link
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UClass* GetTargetClass() const;
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// Add Source and Target Properties - Check FAnimNode_CustomProperty
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void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName);
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// Helper used to get the skeleton class we are targeting
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virtual UClass* GetTargetSkeletonClass() const;
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// ----- UI CALLBACKS ----- //
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// User changed the instance class etc.
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void OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder);
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// If given property exposed on this node
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virtual ECheckBoxState IsPropertyExposed(FName PropertyName) const;
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// User chose to expose, or unexpose a property
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virtual void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName);
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// If all possible properties are exposed on this node
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virtual ECheckBoxState AreAllPropertiesExposed() const;
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// User chose to expose, or unexpose all properties
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virtual void OnPropertyExposeAllCheckboxChanged(ECheckBoxState NewState);
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// User changed the instance class
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void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
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protected:
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/** List of property names we know to exist on the target class, so we can detect when
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* Properties are added or removed on reconstruction
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*/
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UPROPERTY()
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TArray<FName> KnownExposableProperties;
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/** Names of properties the user has chosen to expose */
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UPROPERTY()
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TArray<FName> ExposedPropertyNames;
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// Searches the instance class for properties that we can expose (public and BP visible)
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virtual void GetExposableProperties(TArray<FProperty*>& OutExposableProperties) const;
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// Gets a property's type as FText (for UI)
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FText GetPropertyTypeText(FProperty* Property);
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// Given a new class, rebuild the known property list (for tracking class changes and moving pins)
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virtual void RebuildExposedProperties();
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// internal node accessor
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virtual FAnimNode_CustomProperty* GetCustomPropertyNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
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virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
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// Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
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virtual bool IsStructuralProperty(FProperty* InProperty) const { return false; }
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// Whether this node needs a valid target class up-front
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virtual bool NeedsToSpecifyValidTargetClass() const { return true; }
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};
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