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//Tasks/Fortnite/Dev-UEA-ControlRig/... to //Fortnite/Main/... #code review lina.halper #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: helge.mathee #ROBOMERGE-SOURCE: CL 6083436 via CL 6088204 via CL 6088230 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 6119366 by helge mathee in Dev-VR branch]
80 lines
3.2 KiB
C++
80 lines
3.2 KiB
C++
// Copyright 1998-2019 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 "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(MinimalAPI, Abstract)
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class UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base
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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 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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// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
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ANIMGRAPH_API void GetInstancePinProperty(const UClass* InOwnerInstanceClass, UEdGraphPin* InInputPin, UProperty*& OutProperty);
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// Gets the unique name for the property linked to a given pin
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ANIMGRAPH_API FString GetPinTargetVariableName(const UEdGraphPin* InPin) const;
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// Gets Target Class this properties to link
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ANIMGRAPH_API UClass* GetTargetClass() const;
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// Add Source and Target Properties - Check FAnimNode_CustomProperty
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ANIMGRAPH_API void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName);
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// return true if this pin name is property exposed
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// return false if this pin doesn't belong to property
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virtual bool IsValidPropertyPin(const FName& PinName) const
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{
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return (PinName != FName(TEXT("Pose"), FNAME_Find));
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}
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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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void GetExposableProperties(TArray<UProperty*>& OutExposableProperties) const;
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// Gets a property's type as FText (for UI)
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FText GetPropertyTypeText(UProperty* 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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void RebuildExposedProperties(UClass* InNewClass);
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// ----- UI CALLBACKS ----- //
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// If given property exposed on this node
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ECheckBoxState IsPropertyExposed(FName PropertyName) const;
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// User chose to expose, or unexpose a property
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void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName);
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// User changed the instance class
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void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
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// internal node accessor
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virtual FAnimNode_CustomProperty* GetInternalNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetInternalNode, return nullptr;);
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virtual const FAnimNode_CustomProperty* GetInternalNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetInternalNode, return nullptr;);
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friend class UAnimGraphNode_SubInstance;
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};
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