550 lines
20 KiB
C++
550 lines
20 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_ControlRig.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailCategoryBuilder.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SCheckBox.h"
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#include "DetailWidgetRow.h"
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#include "ScopedTransaction.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "AnimationGraphSchema.h"
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#include "RigVMBlueprintGeneratedClass.h"
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#include "ControlRigBlueprint.h"
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#include "ControlRigObjectBinding.h"
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#include "Misc/DefaultValueHelper.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimGraphNode_ControlRig)
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#define LOCTEXT_NAMESPACE "AnimGraphNode_ControlRig"
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UAnimGraphNode_ControlRig::UAnimGraphNode_ControlRig(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, ControlRigIOMapping(MakeShared<FControlRigIOMapping>(Node.InputMapping, Node.OutputMapping, CustomPinProperties))
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{
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ControlRigIOMapping->GetOnPinCheckStateChangedDelegate().BindUObject(this, &UAnimGraphNode_ControlRig::OnPropertyExposeCheckboxChanged);
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ControlRigIOMapping->GetOnVariableMappingChanged().BindUObject(this, &UAnimGraphNode_ControlRig::OnVariableMappingChanged);
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ControlRigIOMapping->GetOnGetTargetSkeletonDelegate().BindUObject(this, &UAnimGraphNode_ControlRig::GetTargetSkeleton);
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ControlRigIOMapping->GetOnGetTargetClassDelegate().BindUObject(this, &UAnimGraphNode_ControlRig::GetTargetClass);
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}
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FText UAnimGraphNode_ControlRig::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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// display control rig here
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return LOCTEXT("AnimGraphNode_ControlRig_Title", "Control Rig");
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}
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FText UAnimGraphNode_ControlRig::GetTooltipText() const
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{
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// display control rig here
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return LOCTEXT("AnimGraphNode_ControlRig_Tooltip", "Evaluates a control rig");
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}
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void UAnimGraphNode_ControlRig::CreateCustomPins(TArray<UEdGraphPin*>* OldPins)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
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// we do this to refresh input variables
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ControlRigIOMapping->RebuildExposedProperties();
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// Grab the SKELETON class here as when we are reconstructed during during BP compilation
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// the full generated class is not yet present built.
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UClass* TargetClass = GetTargetSkeletonClass();
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if (!TargetClass)
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{
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// Nothing to search for properties
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return;
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}
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// Need the schema to extract pin types
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const UEdGraphSchema_K2* Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
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// Default anim schema for util funcions
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const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
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#if WITH_EDITOR
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// sustain the current set of custom pins - we'll refrain from changing the node until post load is complete
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if (URigVMBlueprintGeneratedClass* GeneratedClass = Cast<URigVMBlueprintGeneratedClass>(GetTargetClass()))
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{
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if (UControlRigBlueprint* RigBlueprint = Cast<UControlRigBlueprint>(GeneratedClass->ClassGeneratedBy))
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{
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if (RigBlueprint->HasAllFlags(RF_NeedPostLoad))
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{
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if(OldPins)
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{
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for (UEdGraphPin* OldPin : *OldPins)
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{
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// do not rebuild sub pins as they will be treated after in UK2Node::RestoreSplitPins
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const bool bIsSubPin = OldPin->ParentPin && OldPin->ParentPin->bHidden;
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if (bIsSubPin)
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{
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continue;
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}
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bool bFound = false;
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for (UEdGraphPin* CurrentPin : Pins)
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{
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if (CurrentPin->GetFName() == OldPin->GetFName())
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{
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if (CurrentPin->PinType == OldPin->PinType ||
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AnimGraphDefaultSchema->ArePinTypesCompatible(CurrentPin->PinType, OldPin->PinType))
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{
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bFound = true;
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break;
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}
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}
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}
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if (!bFound)
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{
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FName PropertyName = OldPin->GetFName();
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UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, OldPin->PinType, PropertyName);
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NewPin->PinFriendlyName = OldPin->PinFriendlyName;
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// Newly created pin does not have an auto generated default value, so we need to generate one here
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// Missing the auto-gen default would cause UEdGraphPin::MovePersistentDataFromOldPin to override
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// the actual default value with the empty auto-gen default, causing BP compiler to complain
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// This is similar to how the following two functions create and initialize new pins, create first
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// and then set an auto-gen default
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// FOptionalPinManager::CreateVisiblePins()
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// FAnimBlueprintNodeOptionalPinManager::PostInitNewPin()
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AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin);
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AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
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CustomizePinData(NewPin, PropertyName, INDEX_NONE);
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}
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}
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}
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return;
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}
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}
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}
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#endif
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// We'll track the names we encounter by removing from this list, if anything remains the properties
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// have been removed from the target class and we should remove them too
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TSet<FName> BeginExposableNames;
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TSet<FName> CurrentlyExposedNames;
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for(const FOptionalPinFromProperty& OptionalPin : CustomPinProperties)
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{
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BeginExposableNames.Add(OptionalPin.PropertyName);
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if(OptionalPin.bShowPin)
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{
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CurrentlyExposedNames.Add(OptionalPin.PropertyName);
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}
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}
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for (const TPair<FName, FRigVMExternalVariable>& VariablePair : ControlRigIOMapping->GetInputVariables())
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{
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FName PropertyName = VariablePair.Key;
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BeginExposableNames.Remove(PropertyName);
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if (CurrentlyExposedNames.Contains(PropertyName))
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{
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const FRigVMExternalVariable& Variable = VariablePair.Value;
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FEdGraphPinType PinType = RigVMTypeUtils::PinTypeFromExternalVariable(Variable);
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if (!PinType.PinCategory.IsValid())
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{
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continue;
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}
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UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, PropertyName);
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NewPin->PinFriendlyName = FText::FromName(PropertyName);
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// Newly created pin does not have an auto generated default value, so we need to generate one here
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// Missing the auto-gen default would cause UEdGraphPin::MovePersistentDataFromOldPin to override
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// the actual default value with the empty auto-gen default, causing BP compiler to complain
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// This is similar to how the following two functions create and initialize new pins, create first
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// and then set an auto-gen default
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// FOptionalPinManager::CreateVisiblePins()
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// FAnimBlueprintNodeOptionalPinManager::PostInitNewPin()
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AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin);
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// We cant interrogate CDO here as we may be mid-compile, so we can only really
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// reset to the autogenerated default.
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AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
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// Extract default values from the Target Control Rig if possible
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// Memory could be null if Control Rig is compiling, so only do it if Memory is not null
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if (Variable.IsValid(false))
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{
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if (URigVMBlueprintGeneratedClass* GeneratedClass = Cast<URigVMBlueprintGeneratedClass>(GetTargetClass()))
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{
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for (TFieldIterator<FProperty> PropertyIt(GeneratedClass); PropertyIt; ++PropertyIt)
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{
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if (PropertyIt->GetFName() == PropertyName)
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{
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FString DefaultValue;
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// The format the graph pins editor use is different of what property exporter produces, so we use BlueprintEditorUtils to generate the default string
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// Variable.Memory here points to the corresponding property in the Control Rig BP CDO, it was initialized in UAnimGraphNode_ControlRig::RebuildExposedProperties
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FBlueprintEditorUtils::PropertyValueToString_Direct(*PropertyIt, Variable.Memory, DefaultValue, this);
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if (!DefaultValue.IsEmpty())
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{
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AnimGraphDefaultSchema->TrySetDefaultValue(*NewPin, DefaultValue);
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}
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}
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}
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}
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}
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// sustain the current set of custom pins - we'll refrain from changing the node until post load is complete
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CustomizePinData(NewPin, PropertyName, INDEX_NONE);
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}
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}
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const TArray<FControlRigIOMapping::FControlsInfo>& Controls = ControlRigIOMapping->GetControls();
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for (const FControlRigIOMapping::FControlsInfo& ControlInfo : Controls)
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{
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const FName ControlName = ControlInfo.Name;
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BeginExposableNames.Remove(ControlName);
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if (CurrentlyExposedNames.Contains(ControlName))
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{
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const FEdGraphPinType PinType = ControlInfo.PinType;
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if (!PinType.PinCategory.IsValid())
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{
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continue;
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}
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UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, ControlName);
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NewPin->PinFriendlyName = FText::FromName(ControlInfo.Name);
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// Newly created pin does not have an auto generated default value, so we need to generate one here
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// Missing the auto-gen default would cause UEdGraphPin::MovePersistentDataFromOldPin to override
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// the actual default value with the empty auto-gen default, causing BP compiler to complain
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// This is similar to how the following two functions create and initialize new pins, create first
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// and then set an auto-gen default
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// FOptionalPinManager::CreateVisiblePins()
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// FAnimBlueprintNodeOptionalPinManager::PostInitNewPin()
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AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin);
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// We cant interrogate CDO here as we may be mid-compile, so we can only really
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// reset to the autogenerated default.
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AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
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// Extract default values from the Target Control Rig if possible
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const FString DefaultValue = ControlInfo.DefaultValue;
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if(!DefaultValue.IsEmpty())
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{
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AnimGraphDefaultSchema->TrySetDefaultValue(*NewPin, DefaultValue);
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}
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// sustain the current set of custom pins - we'll refrain from changing the node until post load is complete
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CustomizePinData(NewPin, ControlName, INDEX_NONE);
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}
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}
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// Remove any properties that no longer exist on the target class
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for (FName& RemovedPropertyName : BeginExposableNames)
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{
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CustomPinProperties.RemoveAll([RemovedPropertyName](const FOptionalPinFromProperty& InOptionalPin) { return InOptionalPin.PropertyName == RemovedPropertyName; });
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}
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}
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void UAnimGraphNode_ControlRig::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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if (UClass* TargetClass = GetTargetClass())
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{
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if (UControlRigBlueprint* Blueprint = Cast<UControlRigBlueprint>(TargetClass->ClassGeneratedBy))
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{
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URigHierarchy* Hierarchy = Blueprint->Hierarchy;
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if (ForSkeleton)
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{
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const FReferenceSkeleton& ReferenceSkeleton = ForSkeleton->GetReferenceSkeleton();
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const TArray<FMeshBoneInfo>& BoneInfos = ReferenceSkeleton.GetRefBoneInfo();
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for (const FMeshBoneInfo& BoneInfo : BoneInfos)
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{
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const FRigElementKey BoneKey(BoneInfo.Name, ERigElementType::Bone);
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if (Hierarchy->Contains(BoneKey))
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{
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const FRigElementKey ParentKey = Hierarchy->GetFirstParent(BoneKey);
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FName DesiredParentName = NAME_None;
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if (BoneInfo.ParentIndex != INDEX_NONE)
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{
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DesiredParentName = BoneInfos[BoneInfo.ParentIndex].Name;
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}
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if (DesiredParentName != ParentKey.Name)
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{
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FString Message = FString::Printf(TEXT("@@ - Hierarchy discrepancy for bone '%s' - different parents on Control Rig vs SkeletalMesh."), *BoneInfo.Name.ToString());
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MessageLog.Warning(*Message, this);
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}
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}
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}
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}
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}
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}
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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}
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void UAnimGraphNode_ControlRig::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
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Super::CustomizeDetails(DetailBuilder);
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if (!ControlRigIOMapping->CreateVariableMappingWidget(DetailBuilder))
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{
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return;
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}
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TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.ControlRigClass"), GetClass());
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if (ClassHandle->IsValidHandle())
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{
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ClassHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateUObject(this, &UAnimGraphNode_ControlRig::OnInstanceClassChanged, &DetailBuilder));
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}
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// input/output exposure feature END
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// alpha property blending support START
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TSharedRef<IPropertyHandle> NodeHandle = DetailBuilder.GetProperty(FName(TEXT("Node")), GetClass());
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if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
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{
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, bAlphaBoolEnabled)));
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaBoolBlend)));
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}
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if (Node.AlphaInputType != EAnimAlphaInputType::Float)
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{
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, Alpha)));
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaScaleBias)));
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}
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if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
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{
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaCurveName)));
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}
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if ((Node.AlphaInputType != EAnimAlphaInputType::Float)
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&& (Node.AlphaInputType != EAnimAlphaInputType::Curve))
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{
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaScaleBiasClamp)));
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}
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// alpha property blending support END
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}
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void UAnimGraphNode_ControlRig::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
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Super::PostEditChangeProperty(PropertyChangedEvent);
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bool bRequiresNodeReconstruct = false;
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FProperty* ChangedProperty = PropertyChangedEvent.Property;
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if (ChangedProperty)
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{
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if (ChangedProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, ControlRigClass))
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{
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bRequiresNodeReconstruct = true;
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ControlRigIOMapping->RebuildExposedProperties();
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}
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if (ChangedProperty->GetFName() == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, AlphaInputType))
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{
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FScopedTransaction Transaction(LOCTEXT("ChangeAlphaInputType", "Change Alpha Input Type"));
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Modify();
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// Break links to pins going away
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for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
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{
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UEdGraphPin* Pin = Pins[PinIndex];
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if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, Alpha))
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{
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if (Node.AlphaInputType != EAnimAlphaInputType::Float)
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{
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Pin->BreakAllPinLinks();
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RemoveBindings(Pin->PinName);
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}
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}
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else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, bAlphaBoolEnabled))
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{
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if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
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{
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Pin->BreakAllPinLinks();
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RemoveBindings(Pin->PinName);
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}
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}
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else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, AlphaCurveName))
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{
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if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
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{
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Pin->BreakAllPinLinks();
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RemoveBindings(Pin->PinName);
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}
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}
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}
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bRequiresNodeReconstruct = true;
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}
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}
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if (bRequiresNodeReconstruct)
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{
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ReconstructNode();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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}
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void UAnimGraphNode_ControlRig::PostReconstructNode()
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{
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// Fix default values that were serialized directly with property exported strings (not valid for pin editors)
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#if WITH_EDITOR
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if (!IsTemplate())
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{
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static UScriptStruct* VectorStruct = TBaseStructure<FVector>::Get();
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static UScriptStruct* TransformStruct = TBaseStructure<FTransform>::Get();
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// fix up any pin data if it needs to
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for (UEdGraphPin* CurrentPin : Pins)
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{
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const FName& PinCategory = CurrentPin->PinType.PinCategory;
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// Target only struct types vector and transform
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// For rotator, if it was created with incorect format, it was serialized with DefaultValue = L"0, 0, 0", so it can not be corrected without risking changing users value
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if (PinCategory == UEdGraphSchema_K2::PC_Struct)
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{
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const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
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const FName& PinName = CurrentPin->GetFName();
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if (CurrentPin->PinType.PinSubCategoryObject == VectorStruct)
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{
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// If InitFromString succeeds, it has bad format, re-encode
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FVector FixVector = FVector::ZeroVector;
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if (FixVector.InitFromString(CurrentPin->DefaultValue))
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{
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const FString DefaultValue = FString::Printf(TEXT("%f,%f,%f"), FixVector.X, FixVector.Y, FixVector.Z);
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AnimGraphDefaultSchema->TrySetDefaultValue(*CurrentPin, DefaultValue);
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}
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}
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else if (CurrentPin->PinType.PinSubCategoryObject == TransformStruct)
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{
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// If pin was serialized with bad format, transforms would stay empty, so try to get the value from ControlRig or set to Identity as last resort
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if (CurrentPin->DefaultValue.IsEmpty())
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{
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FTransform FixTransform = FTransform::Identity;
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FString DefaultValue = FixTransform.ToString();
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const FRigVMExternalVariable* RigVMExternalVariable = (CurrentPin->Direction == EGPD_Input) ?
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ControlRigIOMapping->GetInputVariables().Find(CurrentPin->GetFName()) : (CurrentPin->Direction == EGPD_Output) ?
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ControlRigIOMapping->GetOutputVariables().Find(CurrentPin->GetFName()) : nullptr;
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if (RigVMExternalVariable != nullptr && RigVMExternalVariable->IsValid())
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{
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if (URigVMBlueprintGeneratedClass* GeneratedClass = Cast<URigVMBlueprintGeneratedClass>(GetTargetClass()))
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{
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const FName& PropertyName = CurrentPin->GetFName();
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for (TFieldIterator<FProperty> PropertyIt(GeneratedClass); PropertyIt; ++PropertyIt)
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{
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if (PropertyIt->GetFName() == PropertyName)
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{
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// The format the graph pins editor use is different of what property exporter produces, so we use BlueprintEditorUtils to generate the default string
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// Variable.Memory here points to the corresponding property in the Control Rig BP CDO, it was initialized in UAnimGraphNode_ControlRig::RebuildExposedProperties
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FBlueprintEditorUtils::PropertyValueToString_Direct(*PropertyIt, RigVMExternalVariable->Memory, DefaultValue, this);
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break;
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}
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}
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}
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}
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AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValue(CurrentPin, DefaultValue);
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AnimGraphDefaultSchema->TrySetDefaultValue(*CurrentPin, DefaultValue);
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}
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}
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}
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}
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}
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#endif // WITH_EDITOR
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Super::PostReconstructNode();
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}
|
|
|
|
void UAnimGraphNode_ControlRig::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
|
|
{
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|
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
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|
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, Alpha))
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|
{
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|
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Float);
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|
|
|
if (!Pin->bHidden)
|
|
{
|
|
Pin->PinFriendlyName = Node.AlphaScaleBias.GetFriendlyName(Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName));
|
|
}
|
|
}
|
|
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, bAlphaBoolEnabled))
|
|
{
|
|
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Bool);
|
|
}
|
|
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, AlphaCurveName))
|
|
{
|
|
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Curve);
|
|
|
|
if (!Pin->bHidden)
|
|
{
|
|
Pin->PinFriendlyName = Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_ControlRig::OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
|
|
|
|
FGuardValue_Bitfield(bDisableOrphanPinSaving, true);
|
|
ReconstructNode();
|
|
|
|
// see if any of my child has the mapping, and clear them
|
|
if (NewState == ECheckBoxState::Checked)
|
|
{
|
|
FScopedTransaction Transaction(LOCTEXT("PropertyExposedChanged", "Expose Property to Pin"));
|
|
Modify();
|
|
|
|
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
|
|
|
|
bool bInput = ControlRigIOMapping->IsInputProperty(PropertyName);
|
|
// if checked, we clear mapping
|
|
// and unclear all children
|
|
ControlRigIOMapping->SetIOMapping(bInput, PropertyName, NAME_None);
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_ControlRig::OnVariableMappingChanged(const FName& PathName, const FName& Curve, bool bInput)
|
|
{
|
|
FScopedTransaction Transaction(LOCTEXT("VariableMappingChanged", "Change Variable Mapping"));
|
|
Modify();
|
|
|
|
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
|
|
|
|
// @todo: this is not enough when we start breaking down struct
|
|
ControlRigIOMapping->SetIOMapping(bInput, PathName, Curve);
|
|
}
|
|
|
|
USkeleton* UAnimGraphNode_ControlRig::GetTargetSkeleton() const
|
|
{
|
|
USkeleton* TargetSkeleton = nullptr;
|
|
if (UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint()))
|
|
{
|
|
TargetSkeleton = AnimBP->TargetSkeleton;
|
|
}
|
|
return TargetSkeleton;
|
|
}
|
|
#undef LOCTEXT_NAMESPACE
|
|
|