// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_LinkedAnimLayer.h" #include "Components/SkeletalMeshComponent.h" #include "Widgets/Text/STextBlock.h" #include "Widgets/Input/SCheckBox.h" #include "EdGraphSchema_K2.h" #include "Kismet2/CompilerResultsLog.h" #include "Kismet2/BlueprintEditorUtils.h" #include "PropertyHandle.h" #include "DetailLayoutBuilder.h" #include "DetailCategoryBuilder.h" #include "Animation/AnimNode_LinkedInputPose.h" #include "PropertyCustomizationHelpers.h" #include "ScopedTransaction.h" #include "AnimationGraphSchema.h" #include "Widgets/Layout/SBox.h" #include "UObject/CoreRedirects.h" #include "Kismet2/KismetEditorUtilities.h" #include "AnimationStateGraph.h" #include "BlueprintNodeSpawner.h" #include "UObject/FortniteMainBranchObjectVersion.h" #include "BlueprintActionDatabaseRegistrar.h" #include "ObjectEditorUtils.h" #include "AssetRegistry/AssetRegistryModule.h" #include "EditorClassUtils.h" #define LOCTEXT_NAMESPACE "LinkedAnimLayerNode" namespace LinkedAnimLayerGraphNodeConstants { FLinearColor TitleColorSelfLayer(0.2f, 0.07f, 0.6f); FLinearColor TitleColorLinkedLayer(0.45f, 0.f, 0.7f); } void UAnimGraphNode_LinkedAnimLayer::Serialize(FArchive& Ar) { Super::Serialize(Ar); Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID); if (Ar.IsLoading()) { if (Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::AnimLayerGuidConformation) { if (!InterfaceGuid.IsValid()) { InterfaceGuid = GetGuidForLayer(); } } } } void UAnimGraphNode_LinkedAnimLayer::ReconstructNode() { if(SetObjectBeingDebuggedHandle.IsValid()) { GetBlueprint()->OnSetObjectBeingDebugged().Remove(SetObjectBeingDebuggedHandle); } SetObjectBeingDebuggedHandle = GetBlueprint()->OnSetObjectBeingDebugged().AddUObject(this, &UAnimGraphNode_LinkedAnimLayer::HandleSetObjectBeingDebugged); Super::ReconstructNode(); } FSlateIcon UAnimGraphNode_LinkedAnimLayer::GetIconAndTint(FLinearColor& OutColor) const { return FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.AnimLayerInterface"); } FText UAnimGraphNode_LinkedAnimLayer::GetTooltipText() const { return LOCTEXT("ToolTip", "Runs another linked animation layer graph to process animation"); } FAnimNode_LinkedAnimLayer* UAnimGraphNode_LinkedAnimLayer::GetPreviewNode() const { FAnimNode_LinkedAnimLayer* PreviewNode = nullptr; USkeletalMeshComponent* Component = nullptr; // look for a valid component in the object being debugged, // we might be set to something other than the preview. UObject* ObjectBeingDebugged = GetAnimBlueprint()->GetObjectBeingDebugged(); if (ObjectBeingDebugged) { UAnimInstance* InstanceBeingDebugged = Cast(ObjectBeingDebugged); if (InstanceBeingDebugged) { Component = InstanceBeingDebugged->GetSkelMeshComponent(); } } if (Component != nullptr && Component->GetAnimInstance() != nullptr) { PreviewNode = static_cast(FindDebugAnimNode(Component)); } return PreviewNode; } FText UAnimGraphNode_LinkedAnimLayer::GetNodeTitle(ENodeTitleType::Type TitleType) const { UClass* TargetClass = *Node.Interface; UAnimBlueprint* TargetAnimBlueprintInterface = TargetClass ? CastChecked(TargetClass->ClassGeneratedBy) : nullptr; const FText DefaultNodeTitle = LOCTEXT("NodeTitle", "Linked Anim Layer"); if(TitleType == ENodeTitleType::MenuTitle) { return DefaultNodeTitle; } else { bool bIsSelf = TargetAnimBlueprintInterface == nullptr; FFormatNamedArguments Args; Args.Add(TEXT("NodeType"), bIsSelf ? LOCTEXT("SelfLayerNodeTitle", "Anim Layer (self)") : DefaultNodeTitle); Args.Add(TEXT("TargetClass"), bIsSelf ? LOCTEXT("ClassSelf", "Self") : FText::FromString(TargetAnimBlueprintInterface->GetName())); Args.Add(TEXT("Layer"), (GetLayerName() == NAME_None) ? LOCTEXT("LayerNone", "None") : FText::FromName(GetLayerName())); if (TitleType == ENodeTitleType::ListView) { if(bIsSelf) { return FText::Format(LOCTEXT("TitleListViewFormatSelf", "{Layer}"), Args); } else { return FText::Format(LOCTEXT("TitleListViewFormat", "{TargetClass} - {Layer}"), Args); } } else { if (FAnimNode_LinkedAnimLayer* PreviewNode = GetPreviewNode()) { if (UAnimInstance* PreviewAnimInstance = PreviewNode->GetTargetInstance()) { if (UClass* PreviewTargetClass = PreviewAnimInstance->GetClass()) { bIsSelf = PreviewTargetClass == GetAnimBlueprint()->GeneratedClass; Args.Add(TEXT("TargetClass"), PreviewTargetClass == GetAnimBlueprint()->GeneratedClass ? LOCTEXT("ClassSelf", "Self") : FText::FromName(PreviewTargetClass->GetFName())); } } } if(bIsSelf) { return FText::Format(LOCTEXT("TitleOtherFormatSelf", "{Layer}\n{NodeType}"), Args); } else { return FText::Format(LOCTEXT("TitleOtherFormat", "{TargetClass} - {Layer}\n{NodeType}"), Args); } } } } void UAnimGraphNode_LinkedAnimLayer::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) { Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); if(GetLayerName() == NAME_None) { MessageLog.Error(*LOCTEXT("NoLayerError", "Linked anim layer node @@ does not specify a layer.").ToString(), this); } else { UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint()); // check layer actually exists in the interface UClass* TargetClass = *Node.Interface; if(TargetClass == nullptr) { // If no interface specified, use this class if (CurrentBlueprint) { TargetClass = *CurrentBlueprint->SkeletonGeneratedClass; } } else { // check we implement this interface bool bImplementsInterface = false; if (CurrentBlueprint) { for (FBPInterfaceDescription& InterfaceDesc : CurrentBlueprint->ImplementedInterfaces) { if (InterfaceDesc.Interface.Get() == TargetClass) { bImplementsInterface = true; break; } } } if(!bImplementsInterface) { // Its possible we have a left-over interface referenced here that needs clearing now we are a 'self' layer if(GetInterfaceForLayer() == nullptr) { Node.Interface = nullptr; // No interface any more, use this class if (CurrentBlueprint) { TargetClass = *CurrentBlueprint->SkeletonGeneratedClass; } } else { MessageLog.Error(*LOCTEXT("MissingInterfaceError", "Linked anim layer node @@ uses interface @@ that this blueprint does not implement.").ToString(), this, Node.Interface.Get()); } } } if(TargetClass) { bool bFoundFunction = false; IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(AnimBlueprintFunction.Name == GetLayerName()) { bFoundFunction = true; } } if(!bFoundFunction) { MessageLog.Error(*FText::Format(LOCTEXT("MissingLayerError", "Linked anim layer node @@ uses invalid layer '{0}'."), FText::FromName(GetLayerName())).ToString(), this); } } if(CurrentBlueprint) { UAnimGraphNode_LinkedAnimLayer* OriginalThis = Cast(MessageLog.FindSourceObject(this)); TArray Graphs; CurrentBlueprint->GetAllGraphs(Graphs); auto ValidateOuterGraph = [this, OriginalThis, &MessageLog](const UEdGraph* InGraph) { static const FName DefaultAnimGraphName("AnimGraph"); if (!InGraph->IsA() && InGraph->GetFName() != DefaultAnimGraphName && InGraph->InterfaceGuid.IsValid() && OriginalThis->InterfaceGuid.IsValid()) { MessageLog.Error(*FText::Format(LOCTEXT("NestedLayer", "Linked anim layer node @@ is part of Animation Layer Graph '{0}', linked layers cannot be nested."), FText::FromName(InGraph->GetFName())).ToString(), this); } }; // Gather all linked anim layer node instances in this blueprint TArray AllLayerNodes; for (const UEdGraph* Graph : Graphs) { Graph->GetNodesOfClass(AllLayerNodes); } // Check for duplicates for (const UAnimGraphNode_LinkedAnimLayer* LayerNode : AllLayerNodes) { if (LayerNode != OriginalThis) { if (LayerNode->GetLayerName() == GetLayerName()) { MessageLog.Error(*FText::Format(LOCTEXT("DuplicateLayerError", "Linked anim layer node @@ is also used by graph '{0}', layers can be used only once in an animation blueprint."), FText::FromName(LayerNode->GetGraph()->GetFName())).ToString(), this); } } } // Check for circular references and indirect nesting for (const UEdGraph* Graph : Graphs) { if (Graph->GetFName() == OriginalThis->Node.Layer) { TArray GraphStack; bool bWithinLinkedAnimLayer = OriginalThis->InterfaceGuid.IsValid(); UEdGraph* OuterGraph = OriginalThis->GetGraph(); // If our outer graph is a linked layer interface function that has no instance in the blueprint, we need to validate it for nesting as it can still be instanciated through the application of a linked layer if (OuterGraph->InterfaceGuid.IsValid()) { bool bCheckOuter = false; for (const UAnimGraphNode_LinkedAnimLayer* LayerNode : AllLayerNodes) { if (LayerNode->Node.Layer == OuterGraph->GetFName()) { bCheckOuter = false; break; } } // Check outer graph for nested linked layers if (bCheckOuter) { static const FName DefaultAnimGraphName("AnimGraph"); if (OuterGraph->GetFName() != DefaultAnimGraphName) { ValidateOuterGraph(OuterGraph); // Add outer graph to graph stack GraphStack.Add(OuterGraph); // If outer graph is a linked layer interface, account for it to properly detect nesting bWithinLinkedAnimLayer = bWithinLinkedAnimLayer || OuterGraph->InterfaceGuid.IsValid(); } } } ValidateCircularRefAndNesting(Graph, Graphs, GraphStack, bWithinLinkedAnimLayer, MessageLog); } } } } } void UAnimGraphNode_LinkedAnimLayer::ValidateCircularRefAndNesting(const UEdGraph* CurrentGraph, const TArray& AllGraphs, TArray GraphStack, bool bWithinLinkedLayerGraph, FCompilerResultsLog& MessageLog) { // Build graph chain string auto BuildGraphChainString = [](const TArray& GraphStack) -> FString { TStringBuilder<1024> GraphChain; bool bFirst = true; for (const UEdGraph* Graph : GraphStack) { if (!bFirst) { GraphChain << TEXT("->"); } GraphChain << *Graph->GetName(); bFirst = false; } return FString(GraphChain); }; // If a graph is already in the stack we have a circular reference if (GraphStack.Contains(CurrentGraph)) { // Add the redundant graph so the error is easier to understand GraphStack.Add(CurrentGraph); MessageLog.Error(*FText::Format(LOCTEXT("CircularLayerReference", "Anim layer node @@ in Graph '{0}' has a circular dependency '{1}'."), FText::FromName(Node.Layer), FText::FromString(BuildGraphChainString(GraphStack))).ToString(), this); return; } GraphStack.Add(CurrentGraph); // Find layer nodes and recursively check their graphs TArray LayerNodes; CurrentGraph->GetNodesOfClass(LayerNodes); for (const UAnimGraphNode_LinkedAnimLayer* LayerNode : LayerNodes) { // Check for linked anim layer nesting if (bWithinLinkedLayerGraph && LayerNode->InterfaceGuid.IsValid()) { if (GraphStack.Num() == 1) { MessageLog.Error(*FText::Format(LOCTEXT("NestedLayer", "Linked anim layer node @@ is part of Animation Layer Graph '{0}', linked layers cannot be nested."), FText::FromName(CurrentGraph->GetFName())).ToString(), LayerNode); } else { MessageLog.Error(*FText::Format(LOCTEXT("IndirectlyNestedLayer", "Linked anim layer node @@ is indirectly nested inside another Linked Anim Layer Graph '{0}', linked layers cannot be nested."), FText::FromString(BuildGraphChainString(GraphStack))).ToString(), LayerNode); } } for (const UEdGraph* Graph : AllGraphs) { if (Graph->GetFName() == LayerNode->Node.Layer) { ValidateCircularRefAndNesting(Graph, AllGraphs, GraphStack, bWithinLinkedLayerGraph || LayerNode->InterfaceGuid.IsValid(), MessageLog); } } } }; void UAnimGraphNode_LinkedAnimLayer::GetLinkTarget(UObject*& OutTargetGraph, UBlueprint*& OutTargetBlueprint) const { OutTargetGraph = nullptr; OutTargetBlueprint = nullptr; auto JumpTargetFromClass = [this](UClass* InClass, UObject*& OutTargetGraph, UBlueprint*& OutTargetBlueprint) { UAnimBlueprint* TargetAnimBlueprint = InClass ? CastChecked(InClass->ClassGeneratedBy) : nullptr; while (TargetAnimBlueprint != nullptr) { // jump to graph in other BP, going up the parent BP hierarchy until we find it TArray Graphs; TargetAnimBlueprint->GetAllGraphs(Graphs); UEdGraph** FoundGraph = Graphs.FindByPredicate([this](UEdGraph* InGraph) { return InGraph->GetFName() == GetLayerName(); }); if (FoundGraph) { OutTargetBlueprint = TargetAnimBlueprint; OutTargetGraph = *FoundGraph; return; } else { TargetAnimBlueprint = UAnimBlueprint::GetParentAnimBlueprint(TargetAnimBlueprint); } } // jump to graph in self TArray Graphs; GetBlueprint()->GetAllGraphs(Graphs); UEdGraph** FoundGraph = Graphs.FindByPredicate([this](UEdGraph* InGraph) { return InGraph->GetFName() == GetLayerName(); }); if (FoundGraph) { OutTargetBlueprint = nullptr; OutTargetGraph = *FoundGraph; return; } }; // First try a concrete class, if any const FAnimNode_LinkedAnimGraph* RuntimeNode = GetLinkedAnimGraphNode(); if (UObject* TargetInstance = RuntimeNode->GetTargetInstance()) { JumpTargetFromClass(TargetInstance->GetClass(), OutTargetGraph, OutTargetBlueprint); } if (OutTargetGraph == nullptr) { JumpTargetFromClass(RuntimeNode->InstanceClass, OutTargetGraph, OutTargetBlueprint); } if (OutTargetGraph == nullptr) { // then try the interface JumpTargetFromClass(*Node.Interface, OutTargetGraph, OutTargetBlueprint); } } UObject* UAnimGraphNode_LinkedAnimLayer::GetJumpTargetForDoubleClick() const { UObject* TargetGraph; UBlueprint* TargetBlueprint; GetLinkTarget(TargetGraph, TargetBlueprint); return TargetGraph; } void UAnimGraphNode_LinkedAnimLayer::JumpToDefinition() const { UObject* TargetGraph; UBlueprint* TargetBlueprint; GetLinkTarget(TargetGraph, TargetBlueprint); if (UAnimationGraph* HyperlinkTarget = Cast(TargetGraph)) { FKismetEditorUtilities::BringKismetToFocusAttentionOnObject(HyperlinkTarget); if (TargetBlueprint != nullptr) { const FAnimNode_LinkedAnimGraph* RuntimeNode = GetLinkedAnimGraphNode(); if (UObject* TargetInstance = RuntimeNode->GetTargetInstance()) { TargetBlueprint->SetObjectBeingDebugged(TargetInstance); } } } else { Super::JumpToDefinition(); } } bool UAnimGraphNode_LinkedAnimLayer::HasExternalDependencies(TArray* OptionalOutput /*= NULL*/) const { UClass* InterfaceClassToUse = *Node.Interface; // Add our interface class. If that changes we need a recompile if(InterfaceClassToUse && OptionalOutput) { OptionalOutput->AddUnique(InterfaceClassToUse); } bool bSuperResult = Super::HasExternalDependencies(OptionalOutput); return InterfaceClassToUse || bSuperResult; } void UAnimGraphNode_LinkedAnimLayer::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { // We dont allow multi-select here if(DetailBuilder.GetSelectedObjects().Num() > 1) { DetailBuilder.HideCategory(TEXT("Settings")); return; } IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(TEXT("Settings")); // Hide Tag TSharedRef TagHandle = DetailBuilder.GetProperty(TEXT("Node.Tag"), GetClass()); TagHandle->MarkHiddenByCustomization(); // Customize Layer { TSharedRef LayerHandle = DetailBuilder.GetProperty(TEXT("Node.Layer"), GetClass()); if(LayerHandle->IsValidHandle()) { LayerHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateUObject(this, &UAnimGraphNode_LinkedAnimLayer::OnLayerChanged, &DetailBuilder)); } LayerHandle->MarkHiddenByCustomization(); // Check layers available in this BP FDetailWidgetRow& LayerWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringLayer", "Layer")); LayerWidgetRow.NameContent() [ LayerHandle->CreatePropertyNameWidget() ] .ValueContent() .MinDesiredWidth(150.0f) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .VAlign(VAlign_Center) [ SNew(SBox) .Visibility_Lambda([this](){ return HasAvailableLayers() ? EVisibility::Visible : EVisibility::Collapsed; }) [ PropertyCustomizationHelpers::MakePropertyComboBox( LayerHandle, FOnGetPropertyComboBoxStrings::CreateUObject(this, &UAnimGraphNode_LinkedAnimLayer::GetLayerNames), FOnGetPropertyComboBoxValue::CreateUObject(this, &UAnimGraphNode_LinkedAnimLayer::GetLayerNameString) ) ] ] +SHorizontalBox::Slot() .VAlign(VAlign_Center) [ SNew(STextBlock) .Visibility_Lambda([this](){ return !HasAvailableLayers() ? EVisibility::Visible : EVisibility::Collapsed; }) .Font(IDetailLayoutBuilder::GetDetailFont()) .Text(LOCTEXT("NoLayersWarning", "No available layers.")) .ToolTipText(LOCTEXT("NoLayersWarningTooltip", "This Animation Blueprint has no layers to choose from.\nTo add some, either implement an Animation Layer Interface via the Class Settings, or add an animation layer in the My Blueprint tab.")) ] ]; } GenerateExposedPinsDetails(DetailBuilder); UAnimGraphNode_CustomProperty::CustomizeDetails(DetailBuilder); // Customize InstanceClass with unique visibility (identical to parent class apart from this) { TSharedRef ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass()); ClassHandle->MarkHiddenByCustomization(); FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class")); ClassWidgetRow.NameContent() [ ClassHandle->CreatePropertyNameWidget() ] .ValueContent() .MinDesiredWidth(250.0f) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .VAlign(VAlign_Center) [ SNew(SObjectPropertyEntryBox) .Visibility_Lambda([this](){ return HasValidNonSelfLayer() ? EVisibility::Visible : EVisibility::Collapsed; }) .ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimLayer::GetCurrentInstanceBlueprintPath) .AllowedClass(UAnimBlueprint::StaticClass()) .NewAssetFactories(TArray()) .OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimLayer::OnShouldFilterInstanceBlueprint)) .OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimLayer::OnSetInstanceBlueprint, &DetailBuilder)) ] +SHorizontalBox::Slot() .VAlign(VAlign_Center) [ SNew(STextBlock) .Visibility_Lambda([this](){ return !HasValidNonSelfLayer() ? EVisibility::Visible : EVisibility::Collapsed; }) .Font(IDetailLayoutBuilder::GetDetailFont()) .Text(LOCTEXT("SelfLayersWarning", "Uses layer in this Blueprint.")) .ToolTipText(LOCTEXT("SelfLayersWarningTooltip", "This linked anim layer node refers to a layer only in this blueprint, so cannot be overriden by an external blueprint implementation.\nChange to use a layer from an implemented interface to allow this override.")) ] ]; } } bool UAnimGraphNode_LinkedAnimLayer::OnShouldFilterInstanceBlueprint(const FAssetData& InAssetData) const { if(Super::OnShouldFilterInstanceBlueprint(InAssetData)) { return true; } if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { TArray> AnimInterfaces; for(const FBPInterfaceDescription& InterfaceDesc : CurrentBlueprint->ImplementedInterfaces) { if(InterfaceDesc.Interface && InterfaceDesc.Interface->IsChildOf()) { if(GetLayerName() == NAME_None || InterfaceDesc.Interface->FindFunctionByName(GetLayerName())) { AnimInterfaces.Add(InterfaceDesc.Interface); } } } // Check interface compatibility if(AnimInterfaces.Num() > 0) { const FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); FAssetData CurrentAssetData = InAssetData; bool bMatchesInterface = false; do { TArray InterfacePaths; FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset(CurrentAssetData, InterfacePaths); for (const FString& InterfacePath : InterfacePaths) { FTopLevelAssetPath AssetPath(InterfacePath); FCoreRedirectObjectName ResolvedInterfaceName = FCoreRedirects::GetRedirectedName(ECoreRedirectFlags::Type_Class, FCoreRedirectObjectName(AssetPath)); // Verify against all interfaces we currently implement for (TSubclassOf AnimInterface : AnimInterfaces) { bMatchesInterface |= ResolvedInterfaceName.ObjectName == AnimInterface->GetFName(); } } // If we didn't find a matching interface, check the parent class if (!bMatchesInterface) { const FString ParentClassFromData = CurrentAssetData.GetTagValueRef(FBlueprintTags::ParentClassPath); const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(ParentClassFromData); const FString BlueprintPath = ClassObjectPath.LeftChop(2); // Chop off _C CurrentAssetData = AssetRegistryModule.Get().GetAssetByObjectPath(FSoftObjectPath(BlueprintPath)); } // Only continue checking if the parent is an anim blueprint } while (!bMatchesInterface && (CurrentAssetData.AssetClassPath == UAnimBlueprint::StaticClass()->GetClassPathName())); if(!bMatchesInterface) { return true; } } else { // No interfaces, so no compatible BPs return true; } } return false; } FString UAnimGraphNode_LinkedAnimLayer::GetCurrentInstanceBlueprintPath() const { UClass* InterfaceClass = *Node.InstanceClass; if(InterfaceClass) { UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InterfaceClass); if(ActualBlueprint) { return ActualBlueprint->GetPathName(); } } return FString(); } void UAnimGraphNode_LinkedAnimLayer::CreateCustomPins(TArray* OldPins) { if(UClass* TargetSkeletonClass = GetTargetSkeletonClass()) { const UEdGraphSchema_K2* K2Schema = GetDefault(); TArray OldCustomPinProperties = CustomPinProperties; CustomPinProperties.Empty(); // add only sub-input properties IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetSkeletonClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { // Check name matches. if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName()) { for(const FAnimBlueprintFunction::FInputPropertyData& PropertyData : AnimBlueprintFunction.InputPropertyData) { // Use function property here as during compilation (especially compile-on-load) the class property may not be available if(FProperty* Property = PropertyData.FunctionProperty) { const FName PinName = Property->GetFName(); FOptionalPinFromProperty OptionalPin; OptionalPin.PropertyName = PinName; OptionalPin.PropertyFriendlyName = UEditorEngine::GetFriendlyName(Property); OptionalPin.bShowPin = OldCustomPinProperties.ContainsByPredicate([PinName](const FOptionalPinFromProperty& InOptionalPin){ return InOptionalPin.bShowPin && InOptionalPin.PropertyName == PinName; }); OptionalPin.PropertyTooltip = Property->GetToolTipText(); OptionalPin.CategoryName = FObjectEditorUtils::GetCategoryFName(Property); OptionalPin.bCanToggleVisibility = true; OptionalPin.bIsOverrideEnabled = false; CustomPinProperties.Add(OptionalPin); if(OptionalPin.bShowPin) { FEdGraphPinType PinType; if (K2Schema->ConvertPropertyToPinType(Property, /*out*/ PinType)) { UEdGraphPin* NewPin = CreatePin(EGPD_Input, PinType, PinName); NewPin->PinFriendlyName = FText::FromString(OptionalPin.PropertyFriendlyName.IsEmpty() ? PinName.ToString() : OptionalPin.PropertyFriendlyName); K2Schema->ConstructBasicPinTooltip(*NewPin, OptionalPin.PropertyTooltip, NewPin->PinToolTip); K2Schema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin); } } } } } } } } FProperty* UAnimGraphNode_LinkedAnimLayer::GetPinProperty(FName InPinName) const { if(UClass* TargetSkeletonClass = GetTargetSkeletonClass()) { // add only sub-input properties IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetSkeletonClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { // Check name matches. if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName()) { for(const FAnimBlueprintFunction::FInputPropertyData& PropertyData : AnimBlueprintFunction.InputPropertyData) { FProperty* Property = PropertyData.FunctionProperty; if(Property && Property->GetFName() == InPinName) { return Property; } } } } } return Super::GetPinProperty(InPinName); } void UAnimGraphNode_LinkedAnimLayer::GetLayerNames(TArray>& OutStrings, TArray>& OutToolTips, TArray& OutRestrictedItems) { // If no interface specified, use this class if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { UClass* TargetClass = *CurrentBlueprint->SkeletonGeneratedClass; if(TargetClass) { IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(AnimBlueprintFunction.Name != UEdGraphSchema_K2::GN_AnimGraph) { OutStrings.Add(MakeShared(AnimBlueprintFunction.Name.ToString())); OutToolTips.Add(nullptr); OutRestrictedItems.Add(false); } } } } } FString UAnimGraphNode_LinkedAnimLayer::GetLayerNameString() const { return FunctionReference.GetMemberName().ToString(); } bool UAnimGraphNode_LinkedAnimLayer::IsStructuralProperty(FProperty* InProperty) const { return Super::IsStructuralProperty(InProperty) || InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimLayer, Layer); } FLinearColor UAnimGraphNode_LinkedAnimLayer::GetDefaultNodeTitleColor() const { if (HasValidNonSelfLayer()) { return LinkedAnimLayerGraphNodeConstants::TitleColorLinkedLayer; } else { return LinkedAnimLayerGraphNodeConstants::TitleColorSelfLayer; } } UClass* UAnimGraphNode_LinkedAnimLayer::GetTargetSkeletonClass() const { UClass* SuperTargetSkeletonClass = Super::GetTargetSkeletonClass(); if(SuperTargetSkeletonClass == nullptr) { // If no concrete class specified, use this class if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { SuperTargetSkeletonClass = *CurrentBlueprint->SkeletonGeneratedClass; } } return SuperTargetSkeletonClass; } TSubclassOf UAnimGraphNode_LinkedAnimLayer::GetInterfaceForLayer() const { if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { // Find layer with this name in interfaces for(FBPInterfaceDescription& InterfaceDesc : CurrentBlueprint->ImplementedInterfaces) { for(UEdGraph* InterfaceGraph : InterfaceDesc.Graphs) { if(InterfaceGraph->GetFName() == GetLayerName()) { return InterfaceDesc.Interface; } } } } return nullptr; } void UAnimGraphNode_LinkedAnimLayer::UpdateGuidForLayer() { if (!InterfaceGuid.IsValid()) { InterfaceGuid = GetGuidForLayer(); } } void UAnimGraphNode_LinkedAnimLayer::SetLayerName(FName InName) { Node.Layer = InName; if(UClass* TargetClass = GetTargetClass()) { FGuid FunctionGuid; FBlueprintEditorUtils::GetFunctionGuidFromClassByFieldName(FBlueprintEditorUtils::GetMostUpToDateClass(TargetClass), InName, FunctionGuid); FunctionReference.SetExternalMember(InName, TargetClass, FunctionGuid); } else { FunctionReference.SetSelfMember(InName); } } FName UAnimGraphNode_LinkedAnimLayer::GetLayerName() const { ensure(FunctionReference.GetMemberName() == Node.Layer); return FunctionReference.GetMemberName(); } FGuid UAnimGraphNode_LinkedAnimLayer::GetGuidForLayer() const { if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { // Find layer with this name in interfaces for (FBPInterfaceDescription& InterfaceDesc : CurrentBlueprint->ImplementedInterfaces) { for (UEdGraph* InterfaceGraph : InterfaceDesc.Graphs) { if (InterfaceGraph->GetFName() == GetLayerName()) { return InterfaceGraph->InterfaceGuid; } } } } return FGuid(); } void UAnimGraphNode_LinkedAnimLayer::OnLayerChanged(IDetailLayoutBuilder* DetailBuilder) { OnStructuralPropertyChanged(DetailBuilder); UClass* TargetClass = GetTargetClass(); if(TargetClass) { FGuid FunctionGuid; FBlueprintEditorUtils::GetFunctionGuidFromClassByFieldName(FBlueprintEditorUtils::GetMostUpToDateClass(TargetClass), Node.Layer, FunctionGuid); FunctionReference.SetExternalMember(Node.Layer, TargetClass, FunctionGuid); } else { FunctionReference.SetSelfMember(Node.Layer); } // Get the interface for this layer. If null, then we are using a 'self' layer. Node.Interface = GetInterfaceForLayer(); // Update the Guid for conforming InterfaceGuid = GetGuidForLayer(); if(Node.Interface.Get() == nullptr) { // Self layers cannot have override implementations Node.InstanceClass = nullptr; } } bool UAnimGraphNode_LinkedAnimLayer::HasAvailableLayers() const { if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { UClass* TargetClass = *CurrentBlueprint->SkeletonGeneratedClass; if(TargetClass) { IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(AnimBlueprintFunction.Name != UEdGraphSchema_K2::GN_AnimGraph) { return true; } } } } return false; } bool UAnimGraphNode_LinkedAnimLayer::HasValidNonSelfLayer() const { if (UAnimBlueprint* CurrentBlueprint = Cast(GetBlueprint())) { if(Node.Interface.Get()) { for(const FBPInterfaceDescription& InterfaceDesc : CurrentBlueprint->ImplementedInterfaces) { if(InterfaceDesc.Interface && InterfaceDesc.Interface->IsChildOf()) { if(InterfaceDesc.Interface->FindFunctionByName(GetLayerName())) { return true; } } } } } return false; } void UAnimGraphNode_LinkedAnimLayer::HandleSetObjectBeingDebugged(UObject* InDebugObj) { if(HasValidBlueprint()) { NodeTitleChangedEvent.Broadcast(); FAnimNode_LinkedAnimLayer* PreviewNode = GetPreviewNode(); if(PreviewNode) { PreviewNode->OnInstanceChanged().AddUObject(this, &UAnimGraphNode_LinkedAnimLayer::HandleInstanceChanged); } } } void UAnimGraphNode_LinkedAnimLayer::HandleInstanceChanged() { NodeTitleChangedEvent.Broadcast(); } void UAnimGraphNode_LinkedAnimLayer::SetupFromLayerId(FName InLayer) { Node.Layer = InLayer; // Set to self member first, so we have a valid name in the member reference (otherwise GetInterfaceForLayer will fail) // We will override this below FunctionReference.SetSelfMember(InLayer); // Get the interface for this layer. If null, then we are using a 'self' layer. Node.Interface = GetInterfaceForLayer(); // Update the Guid for conforming InterfaceGuid = GetGuidForLayer(); if(Node.Interface.Get() == nullptr) { // Self layers cannot have override implementations Node.InstanceClass = nullptr; } // Set up function reference UClass* TargetClass = GetTargetClass(); if(TargetClass) { FGuid FunctionGuid; FBlueprintEditorUtils::GetFunctionGuidFromClassByFieldName(FBlueprintEditorUtils::GetMostUpToDateClass(TargetClass), InLayer, FunctionGuid); FunctionReference.SetExternalMember(InLayer, TargetClass, FunctionGuid); } else { FunctionReference.SetSelfMember(InLayer); } } void UAnimGraphNode_LinkedAnimLayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // Anim graph node base class will allow us to spawn an 'empty' node UAnimGraphNode_Base::GetMenuActions(ActionRegistrar); auto MakeAnimBlueprintAction = [](TSubclassOf const NodeClass, const FName& InLayerId) { auto SetNodeLayerId = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName InLayerId) { UAnimGraphNode_LinkedAnimLayer* LinkedAnimGraphNode = CastChecked(NewNode); LinkedAnimGraphNode->SetupFromLayerId(InLayerId); }; UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass); check(NodeSpawner != nullptr); NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(SetNodeLayerId, InLayerId); NodeSpawner->DefaultMenuSignature.Category = LOCTEXT("LinkedAnimLayerCategory", "Linked Anim Layers"); NodeSpawner->DefaultMenuSignature.MenuName = NodeSpawner->DefaultMenuSignature.Tooltip = FText::Format(LOCTEXT("LinkedAnimGraphMenuFormat", "{0} - Linked Anim Layer"), FText::FromName(InLayerId)); return NodeSpawner; }; if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter()) { if (const UAnimBlueprint* TargetAnimBlueprint = Cast(RegistrarTarget)) { UClass* TargetClass = *TargetAnimBlueprint->SkeletonGeneratedClass; if(TargetClass) { // Accept interfaces if(TargetAnimBlueprint->BlueprintType == BPTYPE_Interface) { IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(AnimBlueprintFunction.Name != UEdGraphSchema_K2::GN_AnimGraph) { if(UFunction* Function = TargetClass->FindFunctionByName(AnimBlueprintFunction.Name)) { if (UBlueprintNodeSpawner* NodeSpawner = MakeAnimBlueprintAction(GetClass(), AnimBlueprintFunction.Name)) { ActionRegistrar.AddBlueprintAction(Function, NodeSpawner); } } } } } else { // Accept 'self' layers IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(AnimBlueprintFunction.Name != UEdGraphSchema_K2::GN_AnimGraph) { const bool bIsSelfLayer = [TargetAnimBlueprint, &AnimBlueprintFunction]() { for(const FBPInterfaceDescription& InterfaceDesc : TargetAnimBlueprint->ImplementedInterfaces) { for(UEdGraph* InterfaceGraph : InterfaceDesc.Graphs) { if(InterfaceGraph->GetFName() == AnimBlueprintFunction.Name) { return false; } } } return true; }(); if(bIsSelfLayer) { if(UFunction* Function = TargetClass->FindFunctionByName(AnimBlueprintFunction.Name)) { if (UBlueprintNodeSpawner* NodeSpawner = MakeAnimBlueprintAction(GetClass(), AnimBlueprintFunction.Name)) { ActionRegistrar.AddBlueprintAction(Function, NodeSpawner); } } } } } } } } } } bool UAnimGraphNode_LinkedAnimLayer::IsActionFilteredOut(class FBlueprintActionFilter const& Filter) { bool bIsFilteredOut = false; FBlueprintActionContext const& FilterContext = Filter.Context; for (UBlueprint* Blueprint : FilterContext.Blueprints) { if (UAnimBlueprint* AnimBlueprint = Cast(Blueprint)) { if(UClass* TargetClass = *AnimBlueprint->SkeletonGeneratedClass) { // Accept only functions contained in this BP bool bImplemented = false; IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass); for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions()) { if(GetLayerName() == AnimBlueprintFunction.Name) { bImplemented = true; break; } } if(!bImplemented) { bIsFilteredOut = true; } } } } return bIsFilteredOut; } FAnimNode_LinkedAnimGraph* UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode() { FAnimNode_LinkedAnimLayer* const RuntimeLinkedAnimGraphNode = GetDebuggedAnimNode(); return RuntimeLinkedAnimGraphNode ? RuntimeLinkedAnimGraphNode : &Node; } const FAnimNode_LinkedAnimGraph* UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode() const { const FAnimNode_LinkedAnimGraph* const RuntimeLinkedAnimGraphNode = GetDebuggedAnimNode(); return RuntimeLinkedAnimGraphNode ? RuntimeLinkedAnimGraphNode : &Node; } void UAnimGraphNode_LinkedAnimLayer::HandleFunctionReferenceChanged(FName InNewName) { Node.Layer = InNewName; ensure(FunctionReference.GetMemberName() == Node.Layer); } #undef LOCTEXT_NAMESPACE