Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintExtension_Base.cpp
2025-05-18 13:04:45 +08:00

1391 lines
56 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimBlueprintExtension_Base.h"
#include "AnimBlueprintExtension.h"
#include "AnimBlueprintExtension_PropertyAccess.h"
#include "AnimGraphNode_Base.h"
#include "AnimationGraphSchema.h"
#include "AnimGraphNode_CustomProperty.h"
#include "K2Node_CustomEvent.h"
#include "K2Node_VariableSet.h"
#include "K2Node_StructMemberSet.h"
#include "K2Node_StructMemberGet.h"
#include "K2Node_CallArrayFunction.h"
#include "Kismet/KismetArrayLibrary.h"
#include "K2Node_Knot.h"
#include "String/ParseTokens.h"
#include "K2Node_VariableGet.h"
#include "K2Node_BreakStruct.h"
#include "K2Node_MakeStruct.h"
#include "Kismet/KismetMathLibrary.h"
#include "K2Node_TransitionRuleGetter.h"
#include "Animation/AnimNode_LinkedAnimGraph.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "PropertyAccessCompilerHandler.h"
#include "IPropertyAccessEditor.h"
#include "IPropertyAccessCompiler.h"
#include "IAnimBlueprintGeneratedClassCompiledData.h"
#include "IAnimBlueprintCompilerCreationContext.h"
#include "IAnimBlueprintCompilationContext.h"
#include "IAnimBlueprintCopyTermDefaultsContext.h"
#include "IAnimBlueprintPostExpansionStepContext.h"
#include "IAnimBlueprintCompilationBracketContext.h"
#include "Features/IModularFeatures.h"
#include "Animation/ExposedValueHandler.h"
#include "AnimGraphNodeBinding_Base.h"
#define LOCTEXT_NAMESPACE "AnimBlueprintExtension_Base"
DECLARE_CYCLE_STAT(TEXT("Create Evaluation Handler"), EAnimBlueprintCompilerStats_CreateEvaluationHandler, STATGROUP_KismetCompiler )
DECLARE_CYCLE_STAT(TEXT("Create Evaluation Handler - Node Properties"), EAnimBlueprintCompilerStats_CreateEvaluationHandler_NodeProperties, STATGROUP_KismetCompiler )
DECLARE_CYCLE_STAT(TEXT("Create Evaluation Handler - Create Assignment Node"), EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateAssignmentNode, STATGROUP_KismetCompiler )
DECLARE_CYCLE_STAT(TEXT("Create Evaluation Handler - Create Instance Assignment Node"), EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateInstanceAssignmentNode, STATGROUP_KismetCompiler )
DECLARE_CYCLE_STAT(TEXT("Create Evaluation Handler - Create Instance Assignment Node - Build Property List"), EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateInstanceAssignmentNode_BuildPropertyList, STATGROUP_KismetCompiler )
DECLARE_CYCLE_STAT(TEXT("Create Evaluation Handler - Create Instance Assignment Node - Create Visible Pins"), EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateInstanceAssignmentNode_CreateVisiblePins, STATGROUP_KismetCompiler )
void UAnimBlueprintExtension_Base::HandleCopyTermDefaultsToDefaultObject(UObject* InDefaultObject, IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintExtensionCopyTermDefaultsContext& InPerExtensionContext)
{
UAnimInstance* DefaultAnimInstance = Cast<UAnimInstance>(InDefaultObject);
if(DefaultAnimInstance)
{
Subsystem.PatchValueHandlers(DefaultAnimInstance->GetClass());
// Update blueprint usage of all graph nodes that have properties exposed
for (const TPair<UAnimGraphNode_Base*, FEvaluationHandlerRecord>& EvaluationHandlerPair : PerNodeStructEvalHandlers)
{
if (EvaluationHandlerPair.Value.bHasProperties && EvaluationHandlerPair.Value.ServicedProperties.Num() == 0)
{
UAnimGraphNode_Base* Node = CastChecked<UAnimGraphNode_Base>(EvaluationHandlerPair.Key);
UAnimGraphNode_Base* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Base>(Node);
TrueNode->BlueprintUsage = EBlueprintUsage::DoesNotUseBlueprint;
}
}
for(const FEvaluationHandlerRecord& EvaluationHandler : ValidEvaluationHandlerList)
{
if(EvaluationHandler.AnimGraphNode)
{
UAnimGraphNode_Base* Node = CastChecked<UAnimGraphNode_Base>(EvaluationHandler.AnimGraphNode);
UAnimGraphNode_Base* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Base>(Node);
if(EvaluationHandler.EvaluationHandlerIdx != INDEX_NONE && EvaluationHandler.ServicedProperties.Num() > 0)
{
const FAnimNodeSinglePropertyHandler& Handler = EvaluationHandler.ServicedProperties.CreateConstIterator()->Value;
check(Handler.CopyRecords.Num() > 0);
bool bHandlerUsesBlueprint = false;
if(Subsystem.ExposedValueHandlers[EvaluationHandler.EvaluationHandlerIdx].GetHandlerStruct()->IsChildOf(FAnimNodeExposedValueHandler_Base::StaticStruct()))
{
const FAnimNodeExposedValueHandler_Base* BaseHandler = static_cast<const FAnimNodeExposedValueHandler_Base*>(Subsystem.ExposedValueHandlers[EvaluationHandler.EvaluationHandlerIdx].GetHandler());
bHandlerUsesBlueprint = BaseHandler->BoundFunction != NAME_None;
}
TrueNode->BlueprintUsage = bHandlerUsesBlueprint ? EBlueprintUsage::UsesBlueprint : EBlueprintUsage::DoesNotUseBlueprint;
#if WITH_EDITORONLY_DATA // ANIMINST_PostCompileValidation
const bool bWarnAboutBlueprintUsage = InCompilationContext.GetAnimBlueprint()->bWarnAboutBlueprintUsage || DefaultAnimInstance->PCV_ShouldWarnAboutNodesNotUsingFastPath();
const bool bNotifyAboutBlueprintUsage = DefaultAnimInstance->PCV_ShouldNotifyAboutNodesNotUsingFastPath();
#else
const bool bWarnAboutBlueprintUsage = InCompilationContext.GetAnimBlueprint()->bWarnAboutBlueprintUsage;
const bool bNotifyAboutBlueprintUsage = false;
#endif
if ((TrueNode->BlueprintUsage == EBlueprintUsage::UsesBlueprint) && (bWarnAboutBlueprintUsage || bNotifyAboutBlueprintUsage))
{
const FString MessageString = LOCTEXT("BlueprintUsageWarning", "Node @@ uses Blueprint to update its values, access member variables directly or use a constant value for better performance.").ToString();
if (bWarnAboutBlueprintUsage)
{
InCompilationContext.GetMessageLog().Warning(*MessageString, Node);
}
else
{
InCompilationContext.GetMessageLog().Note(*MessageString, Node);
}
}
}
}
}
}
}
void UAnimBlueprintExtension_Base::HandlePostExpansionStep(const UEdGraph* InGraph, IAnimBlueprintPostExpansionStepContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
UEdGraph* ConsolidatedEventGraph = InCompilationContext.GetConsolidatedEventGraph();
if(InGraph == ConsolidatedEventGraph)
{
// Skip fast-path generation if the property access system is unavailable.
// Note that this wont prevent property access 'binding' copy records from running, only
// old-style 'fast-path' records that are derived from BP pure chains
if(IModularFeatures::Get().IsModularFeatureAvailable("PropertyAccessEditor"))
{
for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
{
HandlerRecord.BuildFastPathCopyRecords(InCompilationContext);
if(HandlerRecord.IsFastPath())
{
for(UEdGraphNode* CustomEventNode : HandlerRecord.CustomEventNodes)
{
// Remove custom event nodes as we dont need it any more
ConsolidatedEventGraph->RemoveNode(CustomEventNode);
}
}
}
}
// Cull out all anim nodes as they dont contribute to execution at all
for (int32 NodeIndex = 0; NodeIndex < ConsolidatedEventGraph->Nodes.Num(); ++NodeIndex)
{
if(UAnimGraphNode_Base* Node = Cast<UAnimGraphNode_Base>(ConsolidatedEventGraph->Nodes[NodeIndex]))
{
Node->BreakAllNodeLinks();
ConsolidatedEventGraph->Nodes.RemoveAtSwap(NodeIndex);
--NodeIndex;
}
}
}
}
void UAnimBlueprintExtension_Base::PatchEvaluationHandlers(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
// Exposed value handlers indices must match the index of anim node properties,
// so we iterate over anim node properties here when patching up
const int32 NumAllocatedNodes = InCompilationContext.GetAllocatedAnimNodeIndices().Num();
for(const TPair<UAnimGraphNode_Base*, int32>& GraphNodePair : InCompilationContext.GetAllocatedAnimNodeIndices())
{
if(int32* EvaluationHandlerIndexPtr = ValidEvaluationHandlerMap.Find(GraphNodePair.Key))
{
// Indices here are in reverse order with respect to iterated properties as properties are prepended to the linked list when they are added
const int32 NodePropertyIndex = NumAllocatedNodes - 1 - GraphNodePair.Value;
FEvaluationHandlerRecord& EvaluationHandlerRecord = ValidEvaluationHandlerList[*EvaluationHandlerIndexPtr];
EvaluationHandlerRecord.EvaluationHandlerIdx = NodePropertyIndex;
EvaluationHandlerRecord.PatchAnimNodeExposedValueHandler(InClass, InCompilationContext);
}
}
}
void UAnimBlueprintExtension_Base::HandleStartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
PerNodeStructEvalHandlers.Empty();
ValidEvaluationHandlerList.Empty();
ValidEvaluationHandlerMap.Empty();
HandlerFunctionNames.Empty();
PreLibraryCompiledDelegateHandle.Reset();
PostLibraryCompiledDelegateHandle.Reset();
UAnimBlueprintExtension_PropertyAccess* PropertyAccessExtension = UAnimBlueprintExtension::GetExtension<UAnimBlueprintExtension_PropertyAccess>(GetAnimBlueprint());
if(PropertyAccessExtension)
{
PreLibraryCompiledDelegateHandle = PropertyAccessExtension->OnPreLibraryCompiled().AddLambda([this, PropertyAccessExtension, InClass]()
{
if(IModularFeatures::Get().IsModularFeatureAvailable("PropertyAccessEditor"))
{
IPropertyAccessEditor& PropertyAccessEditor = IModularFeatures::Get().GetModularFeature<IPropertyAccessEditor>("PropertyAccessEditor");
// Build the classes property access library before the library is compiled
for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
{
for(TPair<FName, FAnimNodeSinglePropertyHandler>& PropertyHandler : HandlerRecord.ServicedProperties)
{
for(FPropertyCopyRecord& Record : PropertyHandler.Value.CopyRecords)
{
if(Record.IsFastPath())
{
Record.LibraryHandle = PropertyAccessExtension->AddCopy(Record.SourcePropertyPath, Record.DestPropertyPath, Record.BindingContextId, HandlerRecord.AnimGraphNode);
}
}
}
}
}
PropertyAccessExtension->OnPreLibraryCompiled().Remove(PreLibraryCompiledDelegateHandle);
});
PostLibraryCompiledDelegateHandle = PropertyAccessExtension->OnPostLibraryCompiled().AddLambda([this, PropertyAccessExtension, InClass](IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
for(FEvaluationHandlerRecord& HandlerRecord : ValidEvaluationHandlerList)
{
UAnimGraphNode_Base* OriginalNode = Cast<UAnimGraphNode_Base>(InCompilationContext.GetMessageLog().FindSourceObject(HandlerRecord.AnimGraphNode));
// Map global copy index to batched indices
for(TPair<FName, FAnimNodeSinglePropertyHandler>& PropertyHandler : HandlerRecord.ServicedProperties)
{
for(FPropertyCopyRecord& CopyRecord : PropertyHandler.Value.CopyRecords)
{
if(CopyRecord.IsFastPath())
{
CopyRecord.LibraryCompiledHandle = PropertyAccessExtension->GetCompiledHandle(CopyRecord.LibraryHandle);
// Push compiled desc back to original node for feedback
FName BindingName = CopyRecord.DestProperty->GetFName();
if(CopyRecord.DestArrayIndex != INDEX_NONE)
{
BindingName.SetNumber(CopyRecord.DestArrayIndex + 1);
}
if(UAnimGraphNodeBinding_Base* Binding = Cast<UAnimGraphNodeBinding_Base>(OriginalNode->GetMutableBinding()))
{
if(FAnimGraphNodePropertyBinding* PropertyBinding = Binding->PropertyBindings.Find(BindingName))
{
if(CopyRecord.LibraryCompiledHandle.IsValid())
{
PropertyBinding->CompiledContext = UAnimBlueprintExtension_PropertyAccess::GetCompiledHandleContext(CopyRecord.LibraryCompiledHandle);
PropertyBinding->CompiledContextDesc = UAnimBlueprintExtension_PropertyAccess::GetCompiledHandleContextDesc(CopyRecord.LibraryCompiledHandle);
}
else
{
PropertyBinding->CompiledContext = FText::GetEmpty();
PropertyBinding->CompiledContextDesc = FText::GetEmpty();
}
}
}
}
}
}
}
PatchEvaluationHandlers(InClass, InCompilationContext, OutCompiledData);
PropertyAccessExtension->OnPostLibraryCompiled().Remove(PostLibraryCompiledDelegateHandle);
});
}
}
void UAnimBlueprintExtension_Base::HandleFinishCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
UAnimBlueprintExtension_PropertyAccess* PropertyAccessExtension = UAnimBlueprintExtension::GetExtension<UAnimBlueprintExtension_PropertyAccess>(GetAnimBlueprint());
if(PropertyAccessExtension == nullptr)
{
// Without the property access system we need to patch generated function names here
PatchEvaluationHandlers(InClass, InCompilationContext, OutCompiledData);
}
}
void UAnimBlueprintExtension_Base::ProcessPosePins(UAnimGraphNode_Base* InNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
FStructProperty* NodeProperty = CastFieldChecked<FStructProperty>(InCompilationContext.GetAllocatedPropertiesByNode().FindChecked(InNode));
for (auto SourcePinIt = InNode->Pins.CreateIterator(); SourcePinIt; ++SourcePinIt)
{
UEdGraphPin* SourcePin = *SourcePinIt;
// Register pose links for future use
if ((SourcePin->Direction == EGPD_Input) && (AnimGraphDefaultSchema->IsPosePin(SourcePin->PinType)))
{
// Input pose pin, going to need to be linked up
FPoseLinkMappingRecord LinkRecord = InNode->GetLinkIDLocation(NodeProperty->Struct, SourcePin);
if (LinkRecord.IsValid())
{
InCompilationContext.AddPoseLinkMappingRecord(LinkRecord);
}
else
{
//@TODO: ANIMREFACTOR: It's probably OK to have certain pins ignored eventually, but this is very helpful during development
InCompilationContext.GetMessageLog().Note(TEXT("@@ was visible but ignored"), SourcePin);
}
}
}
}
void UAnimBlueprintExtension_Base::ProcessNonPosePins(UAnimGraphNode_Base* InNode, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData, EPinProcessingFlags InFlags)
{
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
FStructProperty* NodeProperty = CastFieldChecked<FStructProperty>(InCompilationContext.GetAllocatedPropertiesByNode().FindChecked(InNode));
for (auto SourcePinIt = InNode->Pins.CreateIterator(); SourcePinIt; ++SourcePinIt)
{
UEdGraphPin* SourcePin = *SourcePinIt;
bool bConsumed = false;
if ((SourcePin->Direction == EGPD_Input) && (AnimGraphDefaultSchema->IsPosePin(SourcePin->PinType)))
{
bConsumed = true;
}
else if(!InNode->ShouldCreateStructEvalHandlers() || !EnumHasAnyFlags(InFlags, EPinProcessingFlags::All))
{
bConsumed = true;
}
else
{
FEvaluationHandlerRecord& EvalHandler = PerNodeStructEvalHandlers.FindOrAdd(InNode);
// The property source for our data, either the struct property for an anim node, or the
// owning anim instance if using a linked instance node.
FProperty* SourcePinProperty = nullptr;
int32 SourceArrayIndex = INDEX_NONE;
bool bInstancePropertyExists = false;
// We have special handling below if we're targeting a linked instance instead of our own instance properties
UAnimGraphNode_CustomProperty* CustomPropertyNode = Cast<UAnimGraphNode_CustomProperty>(InNode);
InNode->GetPinAssociatedProperty(NodeProperty->Struct, SourcePin, /*out*/ SourcePinProperty, /*out*/ SourceArrayIndex);
// Does this pin have an associated evaluation handler?
if(!SourcePinProperty && CustomPropertyNode)
{
// Custom property nodes use instance properties not node properties as they aren't UObjects
// and we can't store non-native properties there
CustomPropertyNode->GetInstancePinProperty(InCompilationContext, SourcePin, SourcePinProperty);
bInstancePropertyExists = true;
}
if (SourcePinProperty != NULL)
{
EvalHandler.bHasProperties = true;
if (SourcePin->LinkedTo.Num() == 0)
{
if(EnumHasAnyFlags(InFlags, EPinProcessingFlags::Constants))
{
// Literal that can be pushed into the CDO instead of re-evaluated every frame
bConsumed = true;
}
}
else
{
if (EnumHasAnyFlags(InFlags, EPinProcessingFlags::BlueprintHandlers))
{
// Dynamic value that needs to be wired up and evaluated each frame
const FString& EvaluationHandlerStr = SourcePinProperty->GetMetaData(AnimGraphDefaultSchema->NAME_OnEvaluate);
FName EvaluationHandlerName(*EvaluationHandlerStr);
if (EvaluationHandlerName != NAME_None)
{
// warn that NAME_OnEvaluate is deprecated:
InCompilationContext.GetMessageLog().Warning(*LOCTEXT("OnEvaluateDeprecated", "OnEvaluate meta data is deprecated, found on @@").ToString(), SourcePinProperty);
}
ensure(EvalHandler.NodeVariableProperty == nullptr || EvalHandler.NodeVariableProperty == NodeProperty);
EvalHandler.AnimGraphNode = InNode;
EvalHandler.NodeVariableProperty = NodeProperty;
EvalHandler.RegisterPin(SourcePin, SourcePinProperty, SourceArrayIndex, EnumHasAnyFlags(InFlags, EPinProcessingFlags::PropertyAccessFastPath));
// if it's not instance property, ensure we mark it
EvalHandler.bServicesNodeProperties = EvalHandler.bServicesNodeProperties || !bInstancePropertyExists;
if (CustomPropertyNode)
{
EvalHandler.bServicesInstanceProperties = EvalHandler.bServicesInstanceProperties || bInstancePropertyExists;
FAnimNodeSinglePropertyHandler* SinglePropHandler = EvalHandler.ServicedProperties.Find(SourcePinProperty->GetFName());
check(SinglePropHandler); // Should have been added in RegisterPin
// Flag that the target property is actually on the instance class and not the node
SinglePropHandler->bInstanceIsTarget = bInstancePropertyExists;
}
bConsumed = true;
}
}
UEdGraphPin* TrueSourcePin = InCompilationContext.GetMessageLog().FindSourcePin(SourcePin);
if (TrueSourcePin)
{
OutCompiledData.GetBlueprintDebugData().RegisterClassPropertyAssociation(TrueSourcePin, SourcePinProperty);
}
}
}
if (!bConsumed && (SourcePin->Direction == EGPD_Input) && !AnimGraphDefaultSchema->IsPosePin(SourcePin->PinType))
{
//@TODO: ANIMREFACTOR: It's probably OK to have certain pins ignored eventually, but this is very helpful during development
InCompilationContext.GetMessageLog().Note(TEXT("@@ was visible but ignored"), SourcePin);
}
}
if (EnumHasAnyFlags(InFlags, EPinProcessingFlags::PropertyAccessBindings))
{
// Add any property bindings
if (UAnimGraphNodeBinding_Base* Binding = Cast<UAnimGraphNodeBinding_Base>(InNode->GetMutableBinding()))
{
for(auto Iter = Binding->PropertyBindings.CreateIterator(); Iter; ++Iter)
{
if(Iter.Value().bIsBound)
{
FEvaluationHandlerRecord& EvalHandler = PerNodeStructEvalHandlers.FindOrAdd(InNode);
EvalHandler.AnimGraphNode = InNode;
// for array properties we need to account for the extra FName number
FName ComparisonName = Iter.Key();
ComparisonName.SetNumber(0);
if (FProperty* Property = FindFProperty<FProperty>(NodeProperty->Struct, ComparisonName))
{
EvalHandler.NodeVariableProperty = NodeProperty;
EvalHandler.bServicesNodeProperties = true;
EvalHandler.RegisterPropertyBinding(Property, Iter.Value());
}
else if(FProperty* ClassProperty = FindFProperty<FProperty>(InCompilationContext.GetBlueprint()->SkeletonGeneratedClass, Iter.Value().PropertyName))
{
EvalHandler.NodeVariableProperty = NodeProperty;
EvalHandler.bServicesInstanceProperties = true;
EvalHandler.RegisterPropertyBinding(ClassProperty, Iter.Value());
}
else
{
// Binding is no longer valid, remove it
Iter.RemoveCurrent();
}
}
}
}
}
}
void UAnimBlueprintExtension_Base::CreateEvaluationHandlerForNode(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InNode)
{
if(FEvaluationHandlerRecord* RecordPtr = PerNodeStructEvalHandlers.Find(InNode))
{
// Generate a new event to update the value of these properties
FEvaluationHandlerRecord& Record = *RecordPtr;
if (Record.NodeVariableProperty)
{
CreateEvaluationHandler(InCompilationContext, InNode, Record);
RedirectPropertyAccesses(InCompilationContext, InNode, Record);
int32 NewIndex = ValidEvaluationHandlerList.Add(Record);
ValidEvaluationHandlerMap.Add(InNode, NewIndex);
}
}
}
// Optional pin manager used to optimize the creation of internal struct member set nodes
struct FInternalOptionalPinManager : public FOptionalPinManager
{
FInternalOptionalPinManager(UAnimGraphNode_Base* InNode, FStructProperty* InNodeProperty, IAnimBlueprintCompilationContext& InCompilationContext)
: Node(InNode)
, NodeProperty(InNodeProperty)
, CompilationContext(InCompilationContext)
{}
void BuildPropertyList(TArray<FOptionalPinFromProperty>& Properties, UStruct* SourceStruct)
{
// Build optional pins for all properties
for(TFieldIterator<FProperty> It(SourceStruct); It; ++It)
{
FOptionalPinFromProperty& OptionalPin = Properties.AddDefaulted_GetRef();
OptionalPin.PropertyName = It->GetFName();
}
// Then expose only those that have records for this node
for(TFieldIterator<FProperty> It(NodeProperty->Struct); It; ++It)
{
if(const IAnimBlueprintCompilationContext::FFoldedPropertyRecord* FoldedPropertyRecord = CompilationContext.GetFoldedPropertyRecord(Node, It->GetFName()))
{
// Dont expose array properties here - they are handled by a struct member get-by-ref
if(!FoldedPropertyRecord->bIsOnClass && !FoldedPropertyRecord->GeneratedProperty->IsA<FArrayProperty>())
{
FOptionalPinFromProperty& OptionalPin = Properties[Properties.Num() - 1 - FoldedPropertyRecord->PropertyIndex];
check(OptionalPin.PropertyName == FoldedPropertyRecord->GeneratedProperty->GetFName());
OptionalPin.bShowPin = true;
}
}
}
}
// Duplicated & re-worked from base class (because we are never re-creating) to optimize our case
void CreateVisiblePinsEx(TArray<FOptionalPinFromProperty>& Properties, UStruct* SourceStruct, EEdGraphPinDirection Direction, UK2Node* TargetNode)
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
for (FOptionalPinFromProperty& PropertyEntry : Properties)
{
if (PropertyEntry.bShowPin)
{
if (FProperty* OuterProperty = FindFieldChecked<FProperty>(SourceStruct, PropertyEntry.PropertyName))
{
// Not an array property
FEdGraphPinType PinType;
if (Schema->ConvertPropertyToPinType(OuterProperty, /*out*/ PinType))
{
// Create the pin
const FName PinName = PropertyEntry.PropertyName;
UEdGraphPin* NewPin = TargetNode->CreatePin(Direction, PinType, PinName);
NewPin->PinFriendlyName = FText::FromString(PropertyEntry.PropertyFriendlyName.IsEmpty() ? PinName.ToString() : PropertyEntry.PropertyFriendlyName);
NewPin->bNotConnectable = !PropertyEntry.bIsSetValuePinVisible;
NewPin->bDefaultValueIsIgnored = !PropertyEntry.bIsSetValuePinVisible;
if (FEnumProperty* EnumProperty = CastField<FEnumProperty>(OuterProperty))
{
NewPin->DefaultValue = EnumProperty->GetEnum()->GetNameStringByIndex(0);
}
else if (FByteProperty* ByteProperty = CastField<FByteProperty>(OuterProperty))
{
if (ByteProperty->IsEnum())
{
NewPin->DefaultValue = ByteProperty->GetIntPropertyEnum()->GetNameStringByIndex(0);
}
}
Schema->ConstructBasicPinTooltip(*NewPin, PropertyEntry.PropertyTooltip, NewPin->PinToolTip);
}
}
}
}
}
UAnimGraphNode_Base* Node;
FStructProperty* NodeProperty;
IAnimBlueprintCompilationContext& CompilationContext;
};
void UAnimBlueprintExtension_Base::CreateEvaluationHandler(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InNode, FEvaluationHandlerRecord& Record)
{
BP_SCOPED_COMPILER_EVENT_STAT(EAnimBlueprintCompilerStats_CreateEvaluationHandler);
// Shouldn't create a handler if there is nothing to work with
check(Record.ServicedProperties.Num() > 0);
check(Record.NodeVariableProperty != NULL);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
// Use the node GUID for a stable name across compiles
FString FunctionName = FString::Printf(TEXT("%s_%s_%s_%s"), *AnimGraphDefaultSchema->DefaultEvaluationHandlerName.ToString(), *InNode->GetOuter()->GetName(), *InNode->GetClass()->GetName(), *InNode->NodeGuid.ToString());
Record.HandlerFunctionName = FName(*FunctionName);
// check function name isnt already used (data exists that can contain duplicate GUIDs) and apply a numeric extension until it is unique
int32 ExtensionIndex = 0;
FName* ExistingName = HandlerFunctionNames.Find(Record.HandlerFunctionName);
while (ExistingName != nullptr)
{
FunctionName = FString::Printf(TEXT("%s_%s_%s_%s_%d"), *AnimGraphDefaultSchema->DefaultEvaluationHandlerName.ToString(), *InNode->GetOuter()->GetName(), *InNode->GetClass()->GetName(), *InNode->NodeGuid.ToString(), ExtensionIndex);
Record.HandlerFunctionName = FName(*FunctionName);
ExistingName = HandlerFunctionNames.Find(Record.HandlerFunctionName);
ExtensionIndex++;
}
HandlerFunctionNames.Add(Record.HandlerFunctionName);
// Add a custom event in the graph
UK2Node_CustomEvent* CustomEventNode = InCompilationContext.SpawnIntermediateNode<UK2Node_CustomEvent>(InNode, InCompilationContext.GetConsolidatedEventGraph());
CustomEventNode->bInternalEvent = true;
CustomEventNode->CustomFunctionName = Record.HandlerFunctionName;
CustomEventNode->AllocateDefaultPins();
Record.CustomEventNodes.Add(CustomEventNode);
// The ExecChain is the current exec output pin in the linear chain
UEdGraphPin* ExecChain = K2Schema->FindExecutionPin(*CustomEventNode, EGPD_Output);
if (Record.bServicesInstanceProperties)
{
// Need to create a variable set call for each serviced property in the handler
for (TPair<FName, FAnimNodeSinglePropertyHandler>& PropHandlerPair : Record.ServicedProperties)
{
FAnimNodeSinglePropertyHandler& PropHandler = PropHandlerPair.Value;
FName PropertyName = PropHandlerPair.Key;
// We only want to deal with instance targets in here
if (PropHandler.bInstanceIsTarget)
{
for (FPropertyCopyRecord& CopyRecord : PropHandler.CopyRecords)
{
if(CopyRecord.DestPin)
{
// New set node for the property
UK2Node_VariableSet* VarAssignNode = InCompilationContext.SpawnIntermediateNode<UK2Node_VariableSet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
VarAssignNode->VariableReference.SetSelfMember(CopyRecord.DestProperty->GetFName());
VarAssignNode->AllocateDefaultPins();
Record.CustomEventNodes.Add(VarAssignNode);
// Wire up the exec line, and update the end of the chain
UEdGraphPin* ExecVariablesIn = K2Schema->FindExecutionPin(*VarAssignNode, EGPD_Input);
ExecChain->MakeLinkTo(ExecVariablesIn);
ExecChain = K2Schema->FindExecutionPin(*VarAssignNode, EGPD_Output);
// Find the property pin on the set node and configure
for (UEdGraphPin* TargetPin : VarAssignNode->Pins)
{
FName PinPropertyName(TargetPin->PinName);
if (PinPropertyName == PropertyName)
{
// This is us, wire up the variable
UEdGraphPin* DestPin = CopyRecord.DestPin;
// Copy the data (link up to the source nodes)
TargetPin->CopyPersistentDataFromOldPin(*DestPin);
InCompilationContext.GetMessageLog().NotifyIntermediatePinCreation(TargetPin, DestPin);
break;
}
}
}
}
}
}
}
if (Record.bServicesNodeProperties)
{
BP_SCOPED_COMPILER_EVENT_STAT(EAnimBlueprintCompilerStats_CreateEvaluationHandler_NodeProperties);
UK2Node_StructMemberSet* AssignmentNode;
{
BP_SCOPED_COMPILER_EVENT_STAT(EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateAssignmentNode);
// Create a struct member write node to store the parameters into the animation node
AssignmentNode = InCompilationContext.SpawnIntermediateNode<UK2Node_StructMemberSet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
AssignmentNode->VariableReference.SetSelfMember(Record.NodeVariableProperty->GetFName());
AssignmentNode->StructType = Record.NodeVariableProperty->Struct;
AssignmentNode->AllocateExecPins();
// Simple FOptionalPinManager that exposes all pins. The default used in UK2Node_StructMemberSet::AllocateDefaultPins will hide any that
// are PinHiddenByDefault, so for this instance we dont want that as users may have exposed some pins
struct FAssignmentNodeOptionalPinManager : public FOptionalPinManager
{
// FOptionalPinManager Interface
virtual void GetRecordDefaults(FProperty* TestProperty, FOptionalPinFromProperty& Record) const override
{
// Pins are always visible
Record.bCanToggleVisibility = true;
Record.bShowPin = true;
}
};
FAssignmentNodeOptionalPinManager OptionalPinManager;
OptionalPinManager.RebuildPropertyList(AssignmentNode->ShowPinForProperties, AssignmentNode->StructType);
OptionalPinManager.CreateVisiblePins(AssignmentNode->ShowPinForProperties, AssignmentNode->StructType, EGPD_Input, AssignmentNode);
Record.CustomEventNodes.Add(AssignmentNode);
}
// If we have folded properties we will need to set members on the classes generated mutable data block
const FStructProperty* MutableDataProperty = InCompilationContext.GetMutableDataProperty();
UK2Node_StructMemberSet* InstanceAssignmentNode = nullptr;
if(InCompilationContext.IsAnimGraphNodeFolded(InNode) && MutableDataProperty != nullptr)
{
BP_SCOPED_COMPILER_EVENT_STAT(EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateInstanceAssignmentNode);
InstanceAssignmentNode = InCompilationContext.SpawnIntermediateNode<UK2Node_StructMemberSet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
InstanceAssignmentNode->VariableReference.SetSelfMember(MutableDataProperty->GetFName());
InstanceAssignmentNode->StructType = MutableDataProperty->Struct;
// We build this struct member set node using specialized logic to optimize its creation
// as it can have 1000's of properties harvested from animation nodes
InstanceAssignmentNode->AllocateExecPins();
{
FInternalOptionalPinManager OptionalPinManager(InNode, InNode->GetFNodeProperty(), InCompilationContext);
{
BP_SCOPED_COMPILER_EVENT_STAT(EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateInstanceAssignmentNode_BuildPropertyList);
OptionalPinManager.BuildPropertyList(InstanceAssignmentNode->ShowPinForProperties, MutableDataProperty->Struct);
}
{
BP_SCOPED_COMPILER_EVENT_STAT(EAnimBlueprintCompilerStats_CreateEvaluationHandler_CreateInstanceAssignmentNode_CreateVisiblePins);
OptionalPinManager.CreateVisiblePinsEx(InstanceAssignmentNode->ShowPinForProperties, MutableDataProperty->Struct, EGPD_Input, InstanceAssignmentNode);
}
}
Record.CustomEventNodes.Add(InstanceAssignmentNode);
}
// Run thru each property
TSet<FName> PropertiesBeingSet;
for (auto TargetPinIt = AssignmentNode->Pins.CreateIterator(); TargetPinIt; ++TargetPinIt)
{
UEdGraphPin* TargetPin = *TargetPinIt;
FName PropertyName(TargetPin->PinName);
// Does it get serviced by this handler?
if (FAnimNodeSinglePropertyHandler* SourceInfo = Record.ServicedProperties.Find(PropertyName))
{
// Skip if the property is folded, we should have handled it above
const IAnimBlueprintCompilationContext::FFoldedPropertyRecord* FoldedPropertyRecord = InCompilationContext.GetFoldedPropertyRecord(InNode, PropertyName);
if(FoldedPropertyRecord != nullptr)
{
// We only support per-instance members here.
if(!FoldedPropertyRecord->bIsOnClass)
{
// We must have created an assignment node for the mutable data block by now
check(InstanceAssignmentNode != nullptr);
// Redirect to the instance's mutable data area assignment node
PropertyName = FoldedPropertyRecord->GeneratedProperty->GetFName();
// We dont need to handle arrays with a member set, as they use a member get-by-ref
if(!TargetPin->PinType.IsArray())
{
TargetPin = InstanceAssignmentNode->FindPinChecked(FoldedPropertyRecord->GeneratedProperty->GetFName());
}
}
}
if (TargetPin->PinType.IsArray())
{
// Grab the array that we need to set members for
UK2Node_StructMemberGet* FetchArrayNode = InCompilationContext.SpawnIntermediateNode<UK2Node_StructMemberGet>(InNode, InCompilationContext.GetConsolidatedEventGraph());
FetchArrayNode->VariableReference.SetSelfMember(FoldedPropertyRecord ? MutableDataProperty->GetFName() : Record.NodeVariableProperty->GetFName());
FetchArrayNode->StructType = FoldedPropertyRecord ? MutableDataProperty->Struct : Record.NodeVariableProperty->Struct;
FetchArrayNode->AllocatePinsForSingleMemberGet(PropertyName);
Record.CustomEventNodes.Add(FetchArrayNode);
UEdGraphPin* ArrayVariableNode = FetchArrayNode->FindPin(PropertyName);
if (SourceInfo->CopyRecords.Num() > 0)
{
// Set each element in the array
for (FPropertyCopyRecord& CopyRecord : SourceInfo->CopyRecords)
{
int32 ArrayIndex = CopyRecord.DestArrayIndex;
if(UEdGraphPin* DestPin = CopyRecord.DestPin)
{
// Create an array element set node
UK2Node_CallArrayFunction* ArrayNode = InCompilationContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(InNode, InCompilationContext.GetConsolidatedEventGraph());
ArrayNode->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetArrayLibrary, Array_Set), UKismetArrayLibrary::StaticClass());
ArrayNode->AllocateDefaultPins();
Record.CustomEventNodes.Add(ArrayNode);
// Connect the execution chain
ExecChain->MakeLinkTo(ArrayNode->GetExecPin());
ExecChain = ArrayNode->GetThenPin();
// Connect the input array
UEdGraphPin* TargetArrayPin = ArrayNode->FindPinChecked(TEXT("TargetArray"));
TargetArrayPin->MakeLinkTo(ArrayVariableNode);
ArrayNode->PinConnectionListChanged(TargetArrayPin);
// Set the array index
UEdGraphPin* TargetIndexPin = ArrayNode->FindPinChecked(TEXT("Index"));
TargetIndexPin->DefaultValue = FString::FromInt(ArrayIndex);
// Wire up the data input
UEdGraphPin* TargetItemPin = ArrayNode->FindPinChecked(TEXT("Item"));
TargetItemPin->CopyPersistentDataFromOldPin(*DestPin);
InCompilationContext.GetMessageLog().NotifyIntermediatePinCreation(TargetItemPin, DestPin);
}
}
}
}
else
{
// Single property
if (SourceInfo->CopyRecords.Num() > 0 && SourceInfo->CopyRecords[0].DestPin != nullptr)
{
UEdGraphPin* DestPin = SourceInfo->CopyRecords[0].DestPin;
PropertiesBeingSet.Add(PropertyName);
TargetPin->CopyPersistentDataFromOldPin(*DestPin);
InCompilationContext.GetMessageLog().NotifyIntermediatePinCreation(TargetPin, DestPin);
}
}
}
}
// Remove any unused pins from the assignment nodes to avoid smashing constant values
bool bAnyNodePropertiesSet = false;
for (int32 PinIndex = 0; PinIndex < AssignmentNode->ShowPinForProperties.Num(); ++PinIndex)
{
FOptionalPinFromProperty& TestProperty = AssignmentNode->ShowPinForProperties[PinIndex];
TestProperty.bShowPin = PropertiesBeingSet.Contains(TestProperty.PropertyName);
bAnyNodePropertiesSet |= TestProperty.bShowPin;
}
if(bAnyNodePropertiesSet)
{
AssignmentNode->ReconstructNode();
UEdGraphPin* ExecVariablesIn = K2Schema->FindExecutionPin(*AssignmentNode, EGPD_Input);
ExecChain->MakeLinkTo(ExecVariablesIn);
ExecChain = K2Schema->FindExecutionPin(*AssignmentNode, EGPD_Output);
}
if (InstanceAssignmentNode != nullptr)
{
for (int32 PinIndex = 0; PinIndex < InstanceAssignmentNode->ShowPinForProperties.Num(); ++PinIndex)
{
FOptionalPinFromProperty& TestProperty = InstanceAssignmentNode->ShowPinForProperties[PinIndex];
if (TestProperty.bShowPin)
{
UEdGraphPin* ExecVariablesIn = K2Schema->FindExecutionPin(*InstanceAssignmentNode, EGPD_Input);
ExecChain->MakeLinkTo(ExecVariablesIn);
ExecChain = K2Schema->FindExecutionPin(*InstanceAssignmentNode, EGPD_Output);
break;
}
}
}
}
}
void UAnimBlueprintExtension_Base::RedirectPropertyAccesses(IAnimBlueprintCompilationContext& InCompilationContext, UAnimGraphNode_Base* InNode, FEvaluationHandlerRecord& InRecord)
{
const FStructProperty* MutableDataProperty = InCompilationContext.GetMutableDataProperty();
if (InCompilationContext.IsAnimGraphNodeFolded(InNode) && MutableDataProperty != nullptr)
{
for (TPair<FName, FAnimNodeSinglePropertyHandler>& NamePropertyPair : InRecord.ServicedProperties)
{
if (const IAnimBlueprintCompilationContext::FFoldedPropertyRecord* FoldedPropertyRecord = InCompilationContext.GetFoldedPropertyRecord(InNode, NamePropertyPair.Key))
{
for (FPropertyCopyRecord& CopyRecord : NamePropertyPair.Value.CopyRecords)
{
if (CopyRecord.DestPropertyPath.Num() > 1)
{
// If this record writes to the node, switch it to the mutable data's property instead
if (CopyRecord.DestPropertyPath[0] == InRecord.NodeVariableProperty->GetName())
{
CopyRecord.DestPropertyPath[0] = MutableDataProperty->GetName();
FString DestPropertyPathTail = CopyRecord.DestPropertyPath[1];
FString DestPropertyPathWithoutArray = DestPropertyPathTail;
FString ArrayIndex;
int32 ArrayDelim = INDEX_NONE;
if (DestPropertyPathTail.FindChar(TEXT('['), ArrayDelim))
{
DestPropertyPathWithoutArray = DestPropertyPathTail.Left(ArrayDelim);
ArrayIndex = DestPropertyPathTail.RightChop(ArrayDelim);
}
// Switch the destination property from the node's property to the generated one
if (DestPropertyPathWithoutArray == FoldedPropertyRecord->Property->GetName())
{
CopyRecord.DestPropertyPath[1] = FoldedPropertyRecord->GeneratedProperty->GetName() + ArrayIndex;
}
}
}
}
}
}
}
}
void UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::PatchAnimNodeExposedValueHandler(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext) const
{
UAnimBlueprintGeneratedClass* AnimClass = Cast<UAnimBlueprintGeneratedClass>(const_cast<UClass*>(InClass));
FStructProperty* HandlerProperty = CastFieldChecked<FStructProperty>(InCompilationContext.GetAllocatedHandlerPropertiesByNode().FindChecked(AnimGraphNode));
check(HandlerProperty->GetOwner<UScriptStruct>() == AnimClass->GetSparseClassDataStruct());
void* ConstantNodeData = const_cast<void*>(AnimClass->GetSparseClassData(EGetSparseClassDataMethod::ReturnIfNull));
check(ConstantNodeData);
if (HandlerProperty->Struct == FAnimNodeExposedValueHandler_PropertyAccess::StaticStruct())
{
FAnimNodeExposedValueHandler_PropertyAccess* Handler = HandlerProperty->ContainerPtrToValuePtr<FAnimNodeExposedValueHandler_PropertyAccess>(ConstantNodeData);
Handler->CopyRecords.Empty();
for (const TPair<FName, FAnimNodeSinglePropertyHandler>& ServicedPropPair : ServicedProperties)
{
const FName& PropertyName = ServicedPropPair.Key;
const FAnimNodeSinglePropertyHandler& PropertyHandler = ServicedPropPair.Value;
for (const FPropertyCopyRecord& PropertyCopyRecord : PropertyHandler.CopyRecords)
{
// Only unbatched copies can be processed on a per-node basis
// Skip invalid copy indices as these are usually the result of BP errors/warnings
if (PropertyCopyRecord.LibraryCompiledHandle.IsValid() && PropertyCopyRecord.LibraryCompiledHandle.GetBatchId() == (int32)EAnimPropertyAccessCallSite::WorkerThread_Unbatched)
{
Handler->CopyRecords.Emplace(PropertyCopyRecord.LibraryCompiledHandle.GetId(), PropertyCopyRecord.Operation, PropertyCopyRecord.bOnlyUpdateWhenActive);
}
}
}
}
if (HandlerProperty->Struct->IsChildOf(FAnimNodeExposedValueHandler_Base::StaticStruct()))
{
FAnimNodeExposedValueHandler_Base* Handler = HandlerProperty->ContainerPtrToValuePtr<FAnimNodeExposedValueHandler_Base>(ConstantNodeData);
if (!IsFastPath())
{
// not all of our pins use copy records so we will need to call our exposed value handler
Handler->BoundFunction = HandlerFunctionName;
}
}
}
static UEdGraphPin* FindFirstInputPin(UEdGraphNode* InNode)
{
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
for(UEdGraphPin* Pin : InNode->Pins)
{
if(Pin && Pin->Direction == EGPD_Input && !Schema->IsExecPin(*Pin) && !Schema->IsSelfPin(*Pin))
{
return Pin;
}
}
return nullptr;
}
static bool ForEachInputPin(UEdGraphNode* InNode, TFunctionRef<bool(UEdGraphPin*)> InFunction)
{
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
bool bResult = false;
for(UEdGraphPin* Pin : InNode->Pins)
{
if(Pin && Pin->Direction == EGPD_Input && !Schema->IsExecPin(*Pin) && !Schema->IsSelfPin(*Pin))
{
bResult |= InFunction(Pin);
}
}
return bResult;
}
static UEdGraphNode* FollowKnots(UEdGraphPin* FromPin, UEdGraphPin*& ToPin)
{
if (FromPin->LinkedTo.Num() == 0)
{
return nullptr;
}
UEdGraphPin* LinkedPin = FromPin->LinkedTo[0];
ToPin = LinkedPin;
if(LinkedPin)
{
UEdGraphNode* LinkedNode = LinkedPin->GetOwningNode();
UK2Node_Knot* KnotNode = Cast<UK2Node_Knot>(LinkedNode);
while(KnotNode)
{
if(UEdGraphPin* InputPin = FindFirstInputPin(KnotNode))
{
if (InputPin->LinkedTo.Num() > 0 && InputPin->LinkedTo[0])
{
ToPin = InputPin->LinkedTo[0];
LinkedNode = InputPin->LinkedTo[0]->GetOwningNode();
KnotNode = Cast<UK2Node_Knot>(LinkedNode);
}
else
{
KnotNode = nullptr;
}
}
}
return LinkedNode;
}
return nullptr;
}
void UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::RegisterPin(UEdGraphPin* DestPin, FProperty* AssociatedProperty, int32 AssociatedPropertyArrayIndex, bool bAllowFastPath)
{
FAnimNodeSinglePropertyHandler& Handler = ServicedProperties.FindOrAdd(AssociatedProperty->GetFName());
TArray<FString> DestPropertyPath;
// Prepend the destination property with the node's member property if the property is not on a UClass
if(Cast<UClass>(AssociatedProperty->Owner.ToUObject()) == nullptr)
{
DestPropertyPath.Add(NodeVariableProperty->GetName());
}
if(AssociatedPropertyArrayIndex != INDEX_NONE)
{
DestPropertyPath.Add(FString::Printf(TEXT("%s[%d]"), *AssociatedProperty->GetName(), AssociatedPropertyArrayIndex));
}
else
{
DestPropertyPath.Add(AssociatedProperty->GetName());
}
Handler.CopyRecords.Emplace(DestPin, AssociatedProperty, AssociatedPropertyArrayIndex, MoveTemp(DestPropertyPath));
Handler.CopyRecords.Last().bIsFastPath = bAllowFastPath;
}
void UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::RegisterPropertyBinding(FProperty* InProperty, const FAnimGraphNodePropertyBinding& InBinding)
{
FAnimNodeSinglePropertyHandler& Handler = ServicedProperties.FindOrAdd(InProperty->GetFName());
TArray<FString> DestPropertyPath;
// Prepend the destination property with the node's member property if the property is not on a UClass
if(Cast<UClass>(InProperty->Owner.ToUObject()) == nullptr)
{
Handler.bInstanceIsTarget = false;
DestPropertyPath.Add(NodeVariableProperty->GetName());
}
else
{
Handler.bInstanceIsTarget = true;
}
if(InBinding.ArrayIndex != INDEX_NONE)
{
DestPropertyPath.Add(FString::Printf(TEXT("%s[%d]"), *InProperty->GetName(), InBinding.ArrayIndex));
}
else
{
DestPropertyPath.Add(InProperty->GetName());
}
FPropertyCopyRecord& CopyRecord = Handler.CopyRecords.Emplace_GetRef(InBinding.PropertyPath, DestPropertyPath);
CopyRecord.DestProperty = InProperty;
CopyRecord.DestArrayIndex = InBinding.ArrayIndex;
CopyRecord.BindingContextId = InBinding.ContextId;
CopyRecord.bOnlyUpdateWhenActive = InBinding.bOnlyUpdateWhenActive;
}
void UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::BuildFastPathCopyRecords(IAnimBlueprintPostExpansionStepContext& InCompilationContext)
{
typedef bool (UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::*GraphCheckerFunc)(FCopyRecordGraphCheckContext&, UEdGraphPin*);
GraphCheckerFunc GraphCheckerFuncs[] =
{
&UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForSplitPinAccess,
&UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForVariableGet,
&UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForLogicalNot,
&UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForStructMemberAccess,
&UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForArrayAccess,
};
if (GetDefault<UEngine>()->bOptimizeAnimBlueprintMemberVariableAccess)
{
for (TPair<FName, FAnimNodeSinglePropertyHandler>& ServicedPropPair : ServicedProperties)
{
TArray<FPropertyCopyRecord> AllAdditionalCopyRecords;
for (FPropertyCopyRecord& CopyRecord : ServicedPropPair.Value.CopyRecords)
{
if(CopyRecord.SourcePropertyPath.Num() == 0)
{
TArray<FPropertyCopyRecord> AdditionalCopyRecords;
FCopyRecordGraphCheckContext Context(CopyRecord, AdditionalCopyRecords, InCompilationContext.GetMessageLog());
for (GraphCheckerFunc& CheckFunc : GraphCheckerFuncs)
{
if ((this->*CheckFunc)(Context, CopyRecord.DestPin))
{
break;
}
}
if(AdditionalCopyRecords.Num() > 0)
{
for(FPropertyCopyRecord& AdditionalCopyRecord : AdditionalCopyRecords)
{
CheckForMemberOnlyAccess(AdditionalCopyRecord, AdditionalCopyRecord.DestPin);
}
CopyRecord = AdditionalCopyRecords[0];
for(int32 AdditionalRecordIndex = 1; AdditionalRecordIndex < AdditionalCopyRecords.Num(); ++AdditionalRecordIndex)
{
AllAdditionalCopyRecords.Add(AdditionalCopyRecords[AdditionalRecordIndex]);
}
}
else
{
CheckForMemberOnlyAccess(CopyRecord, CopyRecord.DestPin);
}
}
}
// Append any additional copy records
ServicedPropPair.Value.CopyRecords.Append(AllAdditionalCopyRecords);
}
}
}
static void GetFullyQualifiedPathFromPin(const UEdGraphPin* Pin, TArray<FString>& OutPath)
{
FString PinName = Pin->PinName.ToString();
while (Pin->ParentPin != nullptr)
{
PinName[Pin->ParentPin->PinName.GetStringLength()] = TEXT('.');
Pin = Pin->ParentPin;
}
UE::String::ParseTokens(PinName, TEXT('.'), [&OutPath](FStringView InStringView)
{
OutPath.Add(FString(InStringView));
});
}
bool UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForVariableGet(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
{
if(DestPin)
{
UEdGraphPin* SourcePin = nullptr;
if(UK2Node_VariableGet* VariableGetNode = Cast<UK2Node_VariableGet>(FollowKnots(DestPin, SourcePin)))
{
if(VariableGetNode && VariableGetNode->IsNodePure() && VariableGetNode->VariableReference.IsSelfContext())
{
if(SourcePin)
{
GetFullyQualifiedPathFromPin(SourcePin, Context.CopyRecord->SourcePropertyPath);
return true;
}
}
}
}
return false;
}
bool UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForLogicalNot(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
{
if(DestPin)
{
UEdGraphPin* SourcePin = nullptr;
UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(FollowKnots(DestPin, SourcePin));
if(CallFunctionNode && CallFunctionNode->FunctionReference.GetMemberName() == FName(TEXT("Not_PreBool")))
{
// find and follow input pin
if(UEdGraphPin* InputPin = FindFirstInputPin(CallFunctionNode))
{
check(InputPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Boolean);
if(CheckForVariableGet(Context, InputPin) || CheckForStructMemberAccess(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
{
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() or CheckForStructMemberAccess() above
Context.CopyRecord->Operation = EPostCopyOperation::LogicalNegateBool;
return true;
}
}
}
}
return false;
}
/** The functions that we can safely native-break */
static const FName NativeBreakFunctionNameAllowList[] =
{
FName(TEXT("BreakVector")),
FName(TEXT("BreakVector2D")),
FName(TEXT("BreakRotator")),
};
/** Check whether a native break function can be safely used in the fast-path copy system (ie. source and dest data will be the same) */
static bool IsNativeBreakAllowed(const FName& InFunctionName)
{
for(const FName& FunctionName : NativeBreakFunctionNameAllowList)
{
if(InFunctionName == FunctionName)
{
return true;
}
}
return false;
}
/** The functions that we can safely native-make */
static const FName NativeMakeFunctionNameAllowList[] =
{
FName(TEXT("MakeVector")),
FName(TEXT("MakeVector2D")),
FName(TEXT("MakeRotator")),
};
/** Check whether a native break function can be safely used in the fast-path copy system (ie. source and dest data will be the same) */
static bool IsNativeMakeAllowed(const FName& InFunctionName)
{
for(const FName& FunctionName : NativeMakeFunctionNameAllowList)
{
if(InFunctionName == FunctionName)
{
return true;
}
}
return false;
}
bool UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForStructMemberAccess(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
{
if(DestPin)
{
UEdGraphPin* SourcePin = nullptr;
if(UK2Node_BreakStruct* BreakStructNode = Cast<UK2Node_BreakStruct>(FollowKnots(DestPin, SourcePin)))
{
if(UEdGraphPin* InputPin = FindFirstInputPin(BreakStructNode))
{
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
{
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() above
Context.CopyRecord->SourcePropertyPath.Add(SourcePin->PinName.ToString());
return true;
}
}
}
// could be a native break
else if(UK2Node_CallFunction* NativeBreakNode = Cast<UK2Node_CallFunction>(FollowKnots(DestPin, SourcePin)))
{
UFunction* Function = NativeBreakNode->FunctionReference.ResolveMember<UFunction>(UKismetMathLibrary::StaticClass());
if(Function && Function->HasMetaData(TEXT("NativeBreakFunc")) && IsNativeBreakAllowed(Function->GetFName()))
{
if(UEdGraphPin* InputPin = FindFirstInputPin(NativeBreakNode))
{
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
{
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() above
Context.CopyRecord->SourcePropertyPath.Add(SourcePin->PinName.ToString());
return true;
}
}
}
}
}
return false;
}
bool UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForSplitPinAccess(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
{
if(DestPin)
{
FPropertyCopyRecord OriginalRecord = *Context.CopyRecord;
UEdGraphPin* SourcePin = nullptr;
if(UK2Node_MakeStruct* MakeStructNode = Cast<UK2Node_MakeStruct>(FollowKnots(DestPin, SourcePin)))
{
// Idea here is to account for split pins, so we want to narrow the scope to not also include user-placed makes
UObject* SourceObject = Context.MessageLog.FindSourceObject(MakeStructNode);
if(SourceObject && SourceObject->IsA<UAnimGraphNode_Base>())
{
return ForEachInputPin(MakeStructNode, [this, &Context, &OriginalRecord](UEdGraphPin* InputPin)
{
Context.CopyRecord->SourcePropertyPath = OriginalRecord.SourcePropertyPath;
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
{
check(Context.CopyRecord->DestPropertyPath.Num() > 0);
FPropertyCopyRecord RecordCopy = *Context.CopyRecord;
FPropertyCopyRecord& NewRecord = Context.AdditionalCopyRecords.Add_GetRef(MoveTemp(RecordCopy));
NewRecord.DestPropertyPath = OriginalRecord.DestPropertyPath;
NewRecord.DestPropertyPath.Add(InputPin->PinName.ToString());
return true;
}
return false;
});
}
}
else if(UK2Node_CallFunction* NativeMakeNode = Cast<UK2Node_CallFunction>(FollowKnots(DestPin, SourcePin)))
{
UFunction* Function = NativeMakeNode->FunctionReference.ResolveMember<UFunction>(UKismetMathLibrary::StaticClass());
if(Function && Function->HasMetaData(TEXT("NativeMakeFunc")) && IsNativeMakeAllowed(Function->GetFName()))
{
// Idea here is to account for split pins, so we want to narrow the scope to not also include user-placed makes
UObject* SourceObject = Context.MessageLog.FindSourceObject(NativeMakeNode);
if(SourceObject && SourceObject->IsA<UAnimGraphNode_Base>())
{
return ForEachInputPin(NativeMakeNode, [this, &Context, &OriginalRecord](UEdGraphPin* InputPin)
{
Context.CopyRecord->SourcePropertyPath = OriginalRecord.SourcePropertyPath;
if(CheckForStructMemberAccess(Context, InputPin) || CheckForVariableGet(Context, InputPin) || CheckForArrayAccess(Context, InputPin))
{
check(Context.CopyRecord->DestPropertyPath.Num() > 0);
FPropertyCopyRecord RecordCopy = *Context.CopyRecord;
FPropertyCopyRecord& NewRecord = Context.AdditionalCopyRecords.Add_GetRef(MoveTemp(RecordCopy));
NewRecord.DestPropertyPath = OriginalRecord.DestPropertyPath;
NewRecord.DestPropertyPath.Add(InputPin->PinName.ToString());
return true;
}
return false;
});
}
}
}
}
return false;
}
bool UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForArrayAccess(FCopyRecordGraphCheckContext& Context, UEdGraphPin* DestPin)
{
if(DestPin)
{
UEdGraphPin* SourcePin = nullptr;
if(UK2Node_CallArrayFunction* CallArrayFunctionNode = Cast<UK2Node_CallArrayFunction>(FollowKnots(DestPin, SourcePin)))
{
if(CallArrayFunctionNode->GetTargetFunction() == UKismetArrayLibrary::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UKismetArrayLibrary, Array_Get)))
{
// Check array index is constant
int32 ArrayIndex = INDEX_NONE;
if(UEdGraphPin* IndexPin = CallArrayFunctionNode->FindPin(TEXT("Index")))
{
if(IndexPin->LinkedTo.Num() > 0)
{
return false;
}
ArrayIndex = FCString::Atoi(*IndexPin->DefaultValue);
}
if(UEdGraphPin* TargetArrayPin = CallArrayFunctionNode->FindPin(TEXT("TargetArray")))
{
if(CheckForVariableGet(Context, TargetArrayPin) || CheckForStructMemberAccess(Context, TargetArrayPin))
{
check(Context.CopyRecord->SourcePropertyPath.Num() > 0); // this should have been filled in by CheckForVariableGet() or CheckForStructMemberAccess() above
Context.CopyRecord->SourcePropertyPath.Last().Append(FString::Printf(TEXT("[%d]"), ArrayIndex));
return true;
}
}
}
}
}
return false;
}
bool UAnimBlueprintExtension_Base::FEvaluationHandlerRecord::CheckForMemberOnlyAccess(FPropertyCopyRecord& CopyRecord, UEdGraphPin* DestPin)
{
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
if(DestPin)
{
// traverse pins to leaf nodes and check for member access/pure only
TArray<UEdGraphPin*> PinStack;
PinStack.Add(DestPin);
while(PinStack.Num() > 0)
{
UEdGraphPin* CurrentPin = PinStack.Pop(EAllowShrinking::No);
for(auto& LinkedPin : CurrentPin->LinkedTo)
{
UEdGraphNode* LinkedNode = LinkedPin->GetOwningNode();
if(LinkedNode)
{
bool bLeafNode = true;
for(auto& Pin : LinkedNode->Pins)
{
if(Pin != LinkedPin && Pin->Direction == EGPD_Input && !AnimGraphDefaultSchema->IsPosePin(Pin->PinType))
{
bLeafNode = false;
PinStack.Add(Pin);
}
}
if(bLeafNode)
{
if(UK2Node_VariableGet* LinkedVariableGetNode = Cast<UK2Node_VariableGet>(LinkedNode))
{
if(!LinkedVariableGetNode->IsNodePure() || !LinkedVariableGetNode->VariableReference.IsSelfContext())
{
// only local variable access is allowed for leaf nodes
CopyRecord.InvalidateFastPath();
}
}
else if(UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(LinkedNode))
{
if(!CallFunctionNode->IsNodePure())
{
// only allow pure function calls
CopyRecord.InvalidateFastPath();
}
}
else if(!LinkedNode->IsA<UK2Node_TransitionRuleGetter>())
{
CopyRecord.InvalidateFastPath();
}
}
}
}
}
}
return CopyRecord.IsFastPath();
}
#undef LOCTEXT_NAMESPACE