// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_LayeredBoneBlend.h" #include "ToolMenus.h" #include "Kismet2/BlueprintEditorUtils.h" #include "AnimGraphCommands.h" #include "ScopedTransaction.h" #include "DetailLayoutBuilder.h" #include "Kismet2/CompilerResultsLog.h" #include "UObject/UE5ReleaseStreamObjectVersion.h" ///////////////////////////////////////////////////// // UAnimGraphNode_LayeredBoneBlend #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_LayeredBoneBlend::UAnimGraphNode_LayeredBoneBlend(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { Node.AddFirstPose(); } FLinearColor UAnimGraphNode_LayeredBoneBlend::GetNodeTitleColor() const { return FLinearColor(0.2f, 0.8f, 0.2f); } FText UAnimGraphNode_LayeredBoneBlend::GetTooltipText() const { return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Tooltip", "Layered blend per bone"); } FText UAnimGraphNode_LayeredBoneBlend::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Title", "Layered blend per bone"); } void UAnimGraphNode_LayeredBoneBlend::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None); // Reconstruct node to show updates to PinFriendlyNames. if (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_LayeredBoneBlend, BlendMode)) { // If we change blend modes, we need to resize our containers FScopedTransaction Transaction(LOCTEXT("ChangeBlendMode", "Change Blend Mode")); Modify(); Node.SyncBlendMasksAndLayers(); FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint()); } Super::PostEditChangeProperty(PropertyChangedEvent); } FString UAnimGraphNode_LayeredBoneBlend::GetNodeCategory() const { return TEXT("Animation|Blends"); } void UAnimGraphNode_LayeredBoneBlend::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { TSharedRef NodeHandle = DetailBuilder.GetProperty(FName(TEXT("Node")), GetClass()); if (Node.BlendMode != ELayeredBoneBlendMode::BranchFilter) { DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_LayeredBoneBlend, LayerSetup))); } if (Node.BlendMode != ELayeredBoneBlendMode::BlendMask) { DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_LayeredBoneBlend, BlendMasks))); } Super::CustomizeDetails(DetailBuilder); } void UAnimGraphNode_LayeredBoneBlend::PreloadRequiredAssets() { // Preload our blend profiles in case they haven't been loaded by the skeleton yet. if (Node.BlendMode == ELayeredBoneBlendMode::BlendMask) { int32 NumBlendMasks = Node.BlendMasks.Num(); for (int32 MaskIndex = 0; MaskIndex < NumBlendMasks; ++MaskIndex) { UBlendProfile* BlendMask = Node.BlendMasks[MaskIndex]; PreloadObject(BlendMask); } } Super::PreloadRequiredAssets(); } void UAnimGraphNode_LayeredBoneBlend::AddPinToBlendByFilter() { FScopedTransaction Transaction( LOCTEXT("AddPinToBlend", "AddPinToBlendByFilter") ); Modify(); Node.AddPose(); ReconstructNode(); FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint()); } void UAnimGraphNode_LayeredBoneBlend::RemovePinFromBlendByFilter(UEdGraphPin* Pin) { FScopedTransaction Transaction( LOCTEXT("RemovePinFromBlend", "RemovePinFromBlendByFilter") ); Modify(); FProperty* AssociatedProperty; int32 ArrayIndex; GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex); if (ArrayIndex != INDEX_NONE) { //@TODO: ANIMREFACTOR: Need to handle moving pins below up correctly // setting up removed pins info RemovedPinArrayIndex = ArrayIndex; Node.RemovePose(ArrayIndex); ReconstructNode(); FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint()); } } void UAnimGraphNode_LayeredBoneBlend::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const { if (!Context->bIsDebugging) { { FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeLayeredBoneblend", LOCTEXT("LayeredBoneBlend", "Layered Bone Blend")); if (Context->Pin != NULL) { // we only do this for normal BlendList/BlendList by enum, BlendList by Bool doesn't support add/remove pins if (Context->Pin->Direction == EGPD_Input) { //@TODO: Only offer this option on arrayed pins Section.AddMenuEntry(FAnimGraphCommands::Get().RemoveBlendListPin); } } else { Section.AddMenuEntry(FAnimGraphCommands::Get().AddBlendListPin); } } } } void UAnimGraphNode_LayeredBoneBlend::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); bool bCompilationError = false; // Validate blend masks if (Node.BlendMode == ELayeredBoneBlendMode::BlendMask) { int32 NumBlendMasks = Node.BlendMasks.Num(); for (int32 MaskIndex = 0; MaskIndex < NumBlendMasks; ++MaskIndex) { const UBlendProfile* BlendMask = Node.BlendMasks[MaskIndex]; if (BlendMask == nullptr && !GetAnimBlueprint()->bIsTemplate) { MessageLog.Error(*FText::Format(LOCTEXT("LayeredBlendNullMask", "@@ has null BlendMask for Blend Pose {0}. "), FText::AsNumber(MaskIndex)).ToString(), this, BlendMask); bCompilationError = true; } if (BlendMask && BlendMask->Mode != EBlendProfileMode::BlendMask) { MessageLog.Error(*FText::Format(LOCTEXT("LayeredBlendProfileModeError", "@@ is using a BlendProfile(@@) without a BlendMask mode for Blend Pose {0}. "), FText::AsNumber(MaskIndex)).ToString(), this, BlendMask); bCompilationError = true; } } } // Don't rebuild the node's data if compilation failed. We may be attempting to do so with invalid data. if (bCompilationError) { return; } // ensure to cache the per-bone blend weights if (!Node.ArePerBoneBlendWeightsValid(ForSkeleton)) { Node.RebuildPerBoneBlendWeights(ForSkeleton); } } void UAnimGraphNode_LayeredBoneBlend::Serialize(FArchive& Ar) { Super::Serialize(Ar); Ar.UsingCustomVersion(FUE5ReleaseStreamObjectVersion::GUID); if (Ar.IsLoading() && Ar.CustomVer(FUE5ReleaseStreamObjectVersion::GUID) < FUE5ReleaseStreamObjectVersion::AnimLayeredBoneBlendMasksFix) { Node.SyncBlendMasksAndLayers(); } } void UAnimGraphNode_LayeredBoneBlend::PostLoad() { Super::PostLoad(); // Post-load our blend masks, in case they've been pre-loaded, but haven't had their bone references initialized yet. if (Node.BlendMode == ELayeredBoneBlendMode::BlendMask) { int32 NumBlendMasks = Node.BlendMasks.Num(); for (int32 MaskIndex = 0; MaskIndex < NumBlendMasks; ++MaskIndex) { if(UBlendProfile* BlendMask = Node.BlendMasks[MaskIndex]) { BlendMask->ConditionalPostLoad(); } } } } #undef LOCTEXT_NAMESPACE