Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SubInstance.h
helge mathee c04bce5a71 Merging
//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]
2019-04-26 21:25:13 -04:00

73 lines
2.9 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "AnimGraphNode_CustomProperty.h"
#include "Animation/AnimNode_SubInstance.h"
#include "AnimGraphNode_SubInstance.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class IPropertyHandle;
UCLASS(MinimalAPI)
class UAnimGraphNode_SubInstance : public UAnimGraphNode_CustomProperty
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_SubInstance Node;
//~ Begin UEdGraphNode Interface.
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UEdGraphNode Interface.
// Detail panel customizations
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual bool IsValidPropertyPin(const FName& PinName) const override
{
return UAnimGraphNode_CustomProperty::IsValidPropertyPin(PinName) && (PinName != FName(TEXT("InPose"), FNAME_Find));
}
private:
// Finds out whether there is a loop in the graph formed by sub instances from this node
bool HasInstanceLoop();
// Finds out whether there is a loop in the graph formed by sub instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required
// to track the graph links
// VisitedNodes - Node we have searched the links of, so we don't do it twice
// NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop
static bool HasInstanceLoop_Recursive(UAnimGraphNode_SubInstance* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack);
// ----- UI CALLBACKS ----- //
// If given property exposed on this node
ECheckBoxState IsPropertyExposed(FName PropertyName) const;
// User chose to expose, or unexpose a property
void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName);
// Gets path to the currently selected instance class' blueprint
FString GetCurrentInstanceBlueprintPath() const;
// Filter callback for blueprints (only accept matching skeletons)
bool OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const;
// Instance blueprint was changed by user
void OnSetInstanceBlueprint(const FAssetData& AssetData, TSharedRef<IPropertyHandle> InstanceClassPropHandle);
// ----- END UI CALLBACKS ----- //
// Begin UAnimGraphNode_CustomProperty
virtual FAnimNode_CustomProperty* GetInternalNode() override { return &Node; }
virtual const FAnimNode_CustomProperty* GetInternalNode() const override { return &Node; }
};