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

1181 lines
38 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Base.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Animation/AnimInstance.h"
#include "AnimationGraphSchema.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Components/SkeletalMeshComponent.h"
#include "AnimBlueprintNodeOptionalPinManager.h"
#include "IAnimNodeEditMode.h"
#include "AnimNodeEditModes.h"
#include "AnimationGraph.h"
#include "EditorModeManager.h"
#include "AnimationEditorUtils.h"
#include "UObject/UnrealType.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Subsystems/AssetEditorSubsystem.h"
#include "AnimBlueprintCompiler.h"
#include "AnimBlueprintExtension_Base.h"
#include "AnimBlueprintExtension_Attributes.h"
#include "AnimBlueprintExtension_PropertyAccess.h"
#include "AnimBlueprintExtension_Tag.h"
#include "IAnimBlueprintCompilationContext.h"
#include "AnimBlueprintCompilationContext.h"
#include "AnimBlueprintExtension.h"
#include "FindInBlueprintManager.h"
#include "IPropertyAccessBlueprintBinding.h"
#include "IPropertyAccessEditor.h"
#include "ScopedTransaction.h"
#include "Algo/Accumulate.h"
#include "Fonts/FontMeasure.h"
#include "UObject/ReleaseObjectVersion.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Layout/SSpacer.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/SOverlay.h"
#include "Widgets/Text/STextBlock.h"
#include "Fonts/FontMeasure.h"
#include "ObjectEditorUtils.h"
#include "UObject/FortniteMainBranchObjectVersion.h"
#include "AnimGraphNodeBinding_Base.h"
#define LOCTEXT_NAMESPACE "UAnimGraphNode_Base"
/////////////////////////////////////////////////////
// UAnimGraphNode_Base
UAnimGraphNode_Base::UAnimGraphNode_Base(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_Base::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
TUniquePtr<IAnimBlueprintCompilationContext> CompilationContext = IAnimBlueprintCompilationContext::Get(CompilerContext);
UAnimBlueprintExtension_Base* Extension = UAnimBlueprintExtension_Base::GetExtension<UAnimBlueprintExtension_Base>(GetAnimBlueprint());
Extension->CreateEvaluationHandlerForNode(*CompilationContext.Get(), this);
if (Binding)
{
Binding->OnExpandNode(*CompilationContext.Get(), this, SourceGraph);
}
}
void UAnimGraphNode_Base::PreEditChange(FProperty* PropertyThatWillChange)
{
Super::PreEditChange(PropertyThatWillChange);
if (PropertyThatWillChange && PropertyThatWillChange->GetFName() == GET_MEMBER_NAME_CHECKED(FOptionalPinFromProperty, bShowPin))
{
FOptionalPinManager::CacheShownPins(ShowPinForProperties, OldShownPins);
}
}
void UAnimGraphNode_Base::PostEditUndo()
{
Super::PostEditUndo();
if(HasValidBlueprint())
{
// Node may have been removed or added by undo/redo so make sure extensions are refreshed
GetAnimBlueprint()->RequestRefreshExtensions();
}
}
void UAnimGraphNode_Base::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
FName MemberPropertyName = (PropertyChangedEvent.MemberProperty != NULL) ? PropertyChangedEvent.MemberProperty->GetFName() : NAME_None;
if (PropertyName == GET_MEMBER_NAME_CHECKED(FOptionalPinFromProperty, bShowPin) && MemberPropertyName == GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, ShowPinForProperties))
{
FOptionalPinManager::EvaluateOldShownPins(ShowPinForProperties, OldShownPins, this);
GetSchema()->ReconstructNode(*this);
}
else if(PropertyName == GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, InitialUpdateFunction))
{
GetFNode()->InitialUpdateFunction.SetFromFunction(InitialUpdateFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()));
GetAnimBlueprint()->RequestRefreshExtensions();
GetSchema()->ReconstructNode(*this);
}
else if(PropertyName == GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, BecomeRelevantFunction))
{
GetFNode()->BecomeRelevantFunction.SetFromFunction(BecomeRelevantFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()));
GetAnimBlueprint()->RequestRefreshExtensions();
GetSchema()->ReconstructNode(*this);
}
else if(PropertyName == GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, UpdateFunction))
{
GetFNode()->UpdateFunction.SetFromFunction(UpdateFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()));
GetSchema()->ReconstructNode(*this);
}
else if(PropertyName == GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, Tag))
{
GetAnimBlueprint()->RequestRefreshExtensions();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetAnimBlueprint());
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, Binding))
{
GetAnimBlueprint()->RequestRefreshExtensions();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetAnimBlueprint());
}
Super::PostEditChangeProperty(PropertyChangedEvent);
PropertyChangeEvent.Broadcast(PropertyChangedEvent);
}
void UAnimGraphNode_Base::SetPinVisibility(bool bInVisible, int32 InOptionalPinIndex)
{
if(ShowPinForProperties[InOptionalPinIndex].bShowPin != bInVisible)
{
FOptionalPinManager::CacheShownPins(ShowPinForProperties, OldShownPins);
ShowPinForProperties[InOptionalPinIndex].bShowPin = bInVisible;
FOptionalPinManager::EvaluateOldShownPins(ShowPinForProperties, OldShownPins, this);
ReconstructNode();
PinVisibilityChangedEvent.Broadcast(bInVisible, InOptionalPinIndex);
}
}
void UAnimGraphNode_Base::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FReleaseObjectVersion::GUID);
Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
if (Ar.IsLoading())
{
if (Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::AnimationGraphNodeBindingsDisplayedAsPins)
{
// Push any bindings to optional pins
bool bPushedBinding = false;
for(const TPair<FName, FAnimGraphNodePropertyBinding>& BindingPair : PropertyBindings_DEPRECATED)
{
for(FOptionalPinFromProperty& OptionalPin : ShowPinForProperties)
{
if(OptionalPin.bCanToggleVisibility && !OptionalPin.bShowPin && OptionalPin.PropertyName == BindingPair.Key)
{
OptionalPin.bShowPin = true;
bPushedBinding = true;
}
}
}
if(bPushedBinding)
{
FOptionalPinManager::EvaluateOldShownPins(ShowPinForProperties, OldShownPins, this);
}
}
if (Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::AnimGraphNodeBindingExtensions)
{
// Move internal bindings to extension
UAnimGraphNodeBinding_Base* NewBinding = NewObject<UAnimGraphNodeBinding_Base>(this);
NewBinding->PropertyBindings = PropertyBindings_DEPRECATED;
Binding = NewBinding;
}
if (Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::FixMissingAnimGraphNodeBindingExtensions)
{
if(Binding == nullptr)
{
Binding = NewObject<UAnimGraphNodeBinding_Base>(this);
}
}
}
}
void UAnimGraphNode_Base::EnsureBindingsArePresent()
{
if(Binding == nullptr)
{
if (UAnimBlueprint* AnimBlueprint = GetTypedOuter<UAnimBlueprint>())
{
UClass* BindingClass = AnimBlueprint->GetDefaultBindingClass();
if (BindingClass == nullptr)
{
BindingClass = UAnimGraphNodeBinding_Base::StaticClass();
}
Binding = NewObject<UAnimGraphNodeBinding>(this, BindingClass);
}
}
}
void UAnimGraphNode_Base::PostPlacedNewNode()
{
Super::PostPlacedNewNode();
EnsureBindingsArePresent();
// This makes sure that all anim BP extensions are registered that this node needs
UAnimBlueprintExtension::RequestExtensionsForNode(this);
}
void UAnimGraphNode_Base::PostPasteNode()
{
Super::PostPasteNode();
EnsureBindingsArePresent();
// This makes sure that all anim BP extensions are registered that this node needs
UAnimBlueprintExtension::RequestExtensionsForNode(this);
}
void UAnimGraphNode_Base::DestroyNode()
{
if(HasValidBlueprint())
{
// This node may have been the last using its extension, so refresh
GetAnimBlueprint()->RequestRefreshExtensions();
// Cleanup the pose watch if one exists on this node
AnimationEditorUtils::RemovePoseWatchFromNode(this, GetAnimBlueprint());
}
Super::DestroyNode();
}
void UAnimGraphNode_Base::CreateOutputPins()
{
if (!IsSinkNode())
{
CreatePin(EGPD_Output, UAnimationGraphSchema::PC_Struct, FPoseLink::StaticStruct(), TEXT("Pose"));
}
}
void UAnimGraphNode_Base::ValidateFunctionRef(FName InPropertyName, const FMemberReference& InRef, const FText& InFunctionName, FCompilerResultsLog& MessageLog)
{
if (InRef.GetMemberName() != NAME_None)
{
const UFunction* Function = InRef.ResolveMember<UFunction>(GetAnimBlueprint()->SkeletonGeneratedClass);
if(Function == nullptr)
{
MessageLog.Error(*FText::Format(LOCTEXT("CouldNotResolveFunctionErrorFormat", "Could not resolve {0} function @@"), InFunctionName).ToString(), this);
}
else
{
// Check signatures match
const FProperty* Property = GetClass()->FindPropertyByName(InPropertyName);
check(Property);
const FString& PrototypeFunctionName = Property->GetMetaData("PrototypeFunction");
const UFunction* PrototypeFunction = PrototypeFunctionName.IsEmpty() ? nullptr : FindObject<UFunction>(nullptr, *PrototypeFunctionName);
if (PrototypeFunction != nullptr && !PrototypeFunction->IsSignatureCompatibleWith(Function))
{
MessageLog.Error(*FText::Format(LOCTEXT("FunctionSignatureErrorFormat", "{0} function's signature is not compatible @@"), InFunctionName).ToString(), this);
}
// Check thread safety
if (!FBlueprintEditorUtils::HasFunctionBlueprintThreadSafeMetaData(Function))
{
MessageLog.Error(*FText::Format(LOCTEXT("FunctionThreadSafetyErrorFormat", "{0} function is not thread safe @@"), InFunctionName).ToString(), this);
}
}
}
}
void UAnimGraphNode_Base::GetBoundFunctionsInfo(TArray<TPair<FName, FName>>& InOutBindingsInfo)
{
FName CategoryName = TEXT("Functions");
if (InitialUpdateFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()) != nullptr)
{
InOutBindingsInfo.Emplace(CategoryName, GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, InitialUpdateFunction));
}
if (BecomeRelevantFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()) != nullptr)
{
InOutBindingsInfo.Emplace(CategoryName, GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, BecomeRelevantFunction));
}
if (UpdateFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()) != nullptr)
{
InOutBindingsInfo.Emplace(CategoryName, GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, UpdateFunction));
}
};
void UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
// Validate any bone references we have
for(const TPair<const FStructProperty*, const void*>& PropertyValuePair : TPropertyValueRange<FStructProperty>(GetClass(), this))
{
if(PropertyValuePair.Key->Struct == FBoneReference::StaticStruct())
{
const FBoneReference& BoneReference = *(const FBoneReference*)PropertyValuePair.Value;
// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus virtual bone name check is invalid UE-39499 (NEED FIX)
if (ForSkeleton && !ForSkeleton->HasAnyFlags(RF_NeedPostLoad))
{
if (BoneReference.BoneName != NAME_None)
{
if (ForSkeleton->GetReferenceSkeleton().FindBoneIndex(BoneReference.BoneName) == INDEX_NONE)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BoneName"), FText::FromName(BoneReference.BoneName));
MessageLog.Warning(*FText::Format(LOCTEXT("NoBoneFoundToModify", "@@ - Bone {BoneName} not found in Skeleton"), Args).ToString(), this);
}
}
}
}
}
bool bBaseClassIsExperimental = false;
bool bBaseClassIsEarlyAccess = false;
FString MostDerivedDevelopmentClassName;
FObjectEditorUtils::GetClassDevelopmentStatus(GetClass(), bBaseClassIsExperimental, bBaseClassIsEarlyAccess, MostDerivedDevelopmentClassName);
if (bBaseClassIsExperimental)
{
MessageLog.Note(*(LOCTEXT("ExperimentalNode", "@@ - Node is experimental")).ToString(), this);
}
if (bBaseClassIsEarlyAccess)
{
MessageLog.Note(*(LOCTEXT("EarlyAccessNode", "@@ - Node is in early access")).ToString(), this);
}
ValidateFunctionRef(GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, InitialUpdateFunction), InitialUpdateFunction, LOCTEXT("InitialUpdateFunctionName", "Initial Update"), MessageLog);
ValidateFunctionRef(GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, BecomeRelevantFunction), BecomeRelevantFunction, LOCTEXT("BecomeRelevantFunctionName", "Become Relevant"), MessageLog);
ValidateFunctionRef(GET_MEMBER_NAME_CHECKED(UAnimGraphNode_Base, UpdateFunction), UpdateFunction, LOCTEXT("UpdateFunctionName", "Update"), MessageLog);
}
void UAnimGraphNode_Base::CopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
InPerNodeContext.GetTargetProperty()->CopyCompleteValue(InPerNodeContext.GetDestinationPtr(), InPerNodeContext.GetSourcePtr());
OnCopyTermDefaultsToDefaultObject(InCompilationContext, InPerNodeContext, OutCompiledData);
}
void UAnimGraphNode_Base::OverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
{
if(InContext.GetAssets().Num() > 0)
{
if(UAnimationAsset* AnimationAsset = Cast<UAnimationAsset>(InContext.GetAssets()[0]))
{
// Call the legacy implementation
PRAGMA_DISABLE_DEPRECATION_WARNINGS
InContext.GetAnimNode<FAnimNode_Base>().OverrideAsset(AnimationAsset);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
}
OnOverrideAssets(InContext);
}
void UAnimGraphNode_Base::InternalPinCreation(TArray<UEdGraphPin*>* OldPins)
{
// preload required assets first before creating pins
PreloadRequiredAssets();
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
if (const FStructProperty* NodeStruct = GetFNodeProperty())
{
// Display any currently visible optional pins
{
UObject* NodeDefaults = GetArchetype();
FAnimBlueprintNodeOptionalPinManager OptionalPinManager(this, OldPins);
OptionalPinManager.AllocateDefaultPins(NodeStruct->Struct, NodeStruct->ContainerPtrToValuePtr<uint8>(this), NodeDefaults ? NodeStruct->ContainerPtrToValuePtr<uint8>(NodeDefaults) : nullptr);
}
// Create the output pin, if needed
CreateOutputPins();
}
if (Binding)
{
Binding->OnInternalPinCreation(this);
}
}
void UAnimGraphNode_Base::AllocateDefaultPins()
{
InternalPinCreation(nullptr);
CreateCustomPins(nullptr);
}
void UAnimGraphNode_Base::ReconstructNode()
{
if (Binding)
{
Binding->OnReconstructNode(this);
}
Super::ReconstructNode();
}
void UAnimGraphNode_Base::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
InternalPinCreation(&OldPins);
CreateCustomPins(&OldPins);
RestoreSplitPins(OldPins);
}
bool UAnimGraphNode_Base::CanJumpToDefinition() const
{
return GetJumpTargetForDoubleClick() != nullptr;
}
void UAnimGraphNode_Base::JumpToDefinition() const
{
if (UObject* HyperlinkTarget = GetJumpTargetForDoubleClick())
{
GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(HyperlinkTarget);
}
}
FLinearColor UAnimGraphNode_Base::GetNodeTitleColor() const
{
return FLinearColor::Black;
}
UScriptStruct* UAnimGraphNode_Base::GetFNodeType() const
{
UScriptStruct* BaseFStruct = FAnimNode_Base::StaticStruct();
for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(BaseFStruct))
{
return StructProp->Struct;
}
}
}
return NULL;
}
FStructProperty* UAnimGraphNode_Base::GetFNodeProperty() const
{
UScriptStruct* BaseFStruct = FAnimNode_Base::StaticStruct();
for (TFieldIterator<FProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (FStructProperty* StructProp = CastField<FStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(BaseFStruct))
{
return StructProp;
}
}
}
return NULL;
}
FAnimNode_Base* UAnimGraphNode_Base::GetFNode()
{
if(FStructProperty* Property = GetFNodeProperty())
{
return Property->ContainerPtrToValuePtr<FAnimNode_Base>(this);
}
return nullptr;
}
FString UAnimGraphNode_Base::GetNodeCategory() const
{
return TEXT("Misc.");
}
void UAnimGraphNode_Base::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
{
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "AnimGraphNode" ) ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), GetName() ));
}
void UAnimGraphNode_Base::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UAnimGraphNode_Base::GetMenuCategory() const
{
return FText::FromString(GetNodeCategory());
}
void UAnimGraphNode_Base::GetPinAssociatedProperty(const UScriptStruct* NodeType, const UEdGraphPin* InputPin, FProperty*& OutProperty, int32& OutIndex) const
{
OutProperty = nullptr;
OutIndex = INDEX_NONE;
//@TODO: Name-based hackery, avoid the roundtrip and better indicate when it's an array pose pin
const FString PinNameStr = InputPin->PinName.ToString();
const int32 UnderscoreIndex = PinNameStr.Find(TEXT("_"), ESearchCase::CaseSensitive);
if (UnderscoreIndex != INDEX_NONE)
{
const FString ArrayName = PinNameStr.Left(UnderscoreIndex);
if (FArrayProperty* ArrayProperty = FindFProperty<FArrayProperty>(NodeType, *ArrayName))
{
const int32 ArrayIndex = FCString::Atoi(*(PinNameStr.Mid(UnderscoreIndex + 1)));
OutProperty = ArrayProperty;
OutIndex = ArrayIndex;
}
}
// If the array check failed or we have no underscores
if(OutProperty == nullptr)
{
if (FProperty* Property = FindFProperty<FProperty>(NodeType, InputPin->PinName))
{
OutProperty = Property;
OutIndex = INDEX_NONE;
}
}
}
FPoseLinkMappingRecord UAnimGraphNode_Base::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
{
if (SourcePin->LinkedTo.Num() > 0)
{
if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
{
//@TODO: Name-based hackery, avoid the roundtrip and better indicate when it's an array pose pin
const FString SourcePinName = SourcePin->PinName.ToString();
const int32 UnderscoreIndex = SourcePinName.Find(TEXT("_"), ESearchCase::CaseSensitive);
if (UnderscoreIndex != INDEX_NONE)
{
const FString ArrayName = SourcePinName.Left(UnderscoreIndex);
if (FArrayProperty* ArrayProperty = FindFProperty<FArrayProperty>(NodeType, *ArrayName))
{
if (FStructProperty* Property = CastField<FStructProperty>(ArrayProperty->Inner))
{
if (Property->Struct->IsChildOf(FPoseLinkBase::StaticStruct()))
{
const int32 ArrayIndex = FCString::Atoi(*(SourcePinName.Mid(UnderscoreIndex + 1)));
return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
}
}
}
}
else
{
if (FStructProperty* Property = FindFProperty<FStructProperty>(NodeType, SourcePin->PinName))
{
if (Property->Struct->IsChildOf(FPoseLinkBase::StaticStruct()))
{
return FPoseLinkMappingRecord::MakeFromMember(this, LinkedNode, Property);
}
}
}
}
}
return FPoseLinkMappingRecord::MakeInvalid();
}
void UAnimGraphNode_Base::CreatePinsForPoseLink(FProperty* PoseProperty, int32 ArrayIndex)
{
UScriptStruct* A2PoseStruct = FA2Pose::StaticStruct();
// pose input
const FName NewPinName = (ArrayIndex == INDEX_NONE) ? PoseProperty->GetFName() : *FString::Printf(TEXT("%s_%d"), *(PoseProperty->GetName()), ArrayIndex);
CreatePin(EGPD_Input, UAnimationGraphSchema::PC_Struct, A2PoseStruct, NewPinName);
}
void UAnimGraphNode_Base::PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const
{
if (Pin->Direction == EGPD_Output)
{
if (Pin->PinName == TEXT("Pose"))
{
DisplayName.Reset();
}
}
}
bool UAnimGraphNode_Base::CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const
{
return DesiredSchema->GetClass()->IsChildOf(UAnimationGraphSchema::StaticClass());
}
FString UAnimGraphNode_Base::GetDocumentationLink() const
{
return TEXT("Shared/GraphNodes/Animation");
}
void UAnimGraphNode_Base::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const
{
if (UAnimationGraphSchema::IsLocalSpacePosePin(Pin.PinType))
{
HoverTextOut = TEXT("Animation Pose");
}
else if (UAnimationGraphSchema::IsComponentSpacePosePin(Pin.PinType))
{
HoverTextOut = TEXT("Animation Pose (Component Space)");
}
else
{
Super::GetPinHoverText(Pin, HoverTextOut);
}
}
void UAnimGraphNode_Base::ProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
UAnimBlueprintExtension_Base* Extension = UAnimBlueprintExtension::GetExtension<UAnimBlueprintExtension_Base>(GetAnimBlueprint());
// Record pose pins for later patchup
Extension->ProcessPosePins(this, InCompilationContext, OutCompiledData);
// Process bindings on this node
if(Binding)
{
Binding->ProcessDuringCompilation(InCompilationContext, OutCompiledData);
}
// Resolve functions
GetFNode()->InitialUpdateFunction.SetFromFunction(InitialUpdateFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()));
GetFNode()->BecomeRelevantFunction.SetFromFunction(BecomeRelevantFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()));
GetFNode()->UpdateFunction.SetFromFunction(UpdateFunction.ResolveMember<UFunction>(GetBlueprintClassFromNode()));
// Insert tag, if any
if(Tag != NAME_None)
{
UAnimBlueprintExtension_Tag* TagExtension = UAnimBlueprintExtension::GetExtension<UAnimBlueprintExtension_Tag>(GetAnimBlueprint());
TagExtension->AddTaggedNode(this, InCompilationContext);
}
// Call the override point
OnProcessDuringCompilation(InCompilationContext, OutCompiledData);
}
void UAnimGraphNode_Base::HandleAnimReferenceCollection(UAnimationAsset* AnimAsset, TArray<UAnimationAsset*>& AnimationAssets) const
{
if(AnimAsset)
{
AnimAsset->HandleAnimReferenceCollection(AnimationAssets, true);
}
}
void UAnimGraphNode_Base::OnNodeSelected(bool bInIsSelected, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode)
{
const FEditorModeID ModeID = GetEditorMode();
if (ModeID != NAME_None)
{
if (bInIsSelected)
{
InModeTools.ActivateMode(ModeID);
if (FEdMode* EdMode = InModeTools.GetActiveMode(ModeID))
{
static_cast<IAnimNodeEditMode*>(EdMode)->EnterMode(this, InRuntimeNode);
}
}
else
{
if (FEdMode* EdMode = InModeTools.GetActiveMode(ModeID))
{
static_cast<IAnimNodeEditMode*>(EdMode)->ExitMode();
}
InModeTools.DeactivateMode(ModeID);
}
}
}
void UAnimGraphNode_Base::OnPoseWatchChanged(const bool IsPoseWatchEnabled, TObjectPtr<class UPoseWatch> InPoseWatch, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode)
{
const FEditorModeID ModeID = GetEditorMode();
if (ModeID != NAME_None)
{
if (IsPoseWatchEnabled)
{
InModeTools.ActivateMode(ModeID);
if (FEdMode* EdMode = InModeTools.GetActiveMode(ModeID))
{
const bool bSupportsPoseWatch =
static_cast<IAnimNodeEditMode*>(EdMode)->SupportsPoseWatch()
|| EdMode->GetID() == AnimNodeEditModes::AnimNode;
if (bSupportsPoseWatch)
{
static_cast<IAnimNodeEditMode*>(EdMode)->RegisterPoseWatchedNode(this, InRuntimeNode);
}
else
{
InModeTools.DeactivateMode(ModeID);
}
}
}
else
{
if (FEdMode* EdMode = InModeTools.GetActiveMode(ModeID))
{
static_cast<IAnimNodeEditMode*>(EdMode)->ExitMode();
}
InModeTools.DeactivateMode(ModeID);
}
}
}
FEditorModeID UAnimGraphNode_Base::GetEditorMode() const
{
return AnimNodeEditModes::AnimNode;
}
void UAnimGraphNode_Base::Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp, const bool IsSelected, const bool IsPoseWatchEnabled) const
{
if (IsSelected)
{
Draw(PDI, PreviewSkelMeshComp);
}
}
FAnimNode_Base* UAnimGraphNode_Base::FindDebugAnimNode(USkeletalMeshComponent* InPreviewSkelMeshComp) const
{
FAnimNode_Base* DebugNode = nullptr;
if (InPreviewSkelMeshComp != nullptr)
{
auto FindDebugNode = [this](UAnimInstance* InAnimInstance) -> FAnimNode_Base*
{
if (!InAnimInstance)
{
return nullptr;
}
UAnimBlueprintGeneratedClass* AnimBlueprintClass = Cast<UAnimBlueprintGeneratedClass>(InAnimInstance->GetClass());
if (!AnimBlueprintClass)
{
return nullptr;
}
// Search for the node by GUID, since we can have multiple instantiations of this node, and therefore
// different pointers from ourselves even though they represent the same node in the graph.
const int32 AnimNodeIndex = AnimBlueprintClass->GetNodeIndexFromGuid(NodeGuid, EPropertySearchMode::Hierarchy);
if (AnimNodeIndex == INDEX_NONE)
{
return nullptr;
}
return AnimBlueprintClass->GetAnimNodeProperties()[AnimNodeIndex]->ContainerPtrToValuePtr<FAnimNode_Base>(InAnimInstance);
};
// Try to find this node on the anim BP.
DebugNode = FindDebugNode(InPreviewSkelMeshComp->GetAnimInstance());
// Failing that, try the post-process BP instead.
if (!DebugNode)
{
DebugNode = FindDebugNode(InPreviewSkelMeshComp->GetPostProcessInstance());
}
}
return DebugNode;
}
EAnimAssetHandlerType UAnimGraphNode_Base::SupportsAssetClass(const UClass* AssetClass) const
{
return EAnimAssetHandlerType::NotSupported;
}
void UAnimGraphNode_Base::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
CopyPinDefaultsToNodeData(Pin);
if(UAnimationGraph* AnimationGraph = Cast<UAnimationGraph>(GetGraph()))
{
AnimationGraph->OnPinDefaultValueChanged.Broadcast(Pin);
}
}
FString UAnimGraphNode_Base::GetPinMetaData(FName InPinName, FName InKey)
{
FString MetaData = Super::GetPinMetaData(InPinName, InKey);
if(MetaData.IsEmpty())
{
// Check properties of our anim node
if(FStructProperty* NodeStructProperty = GetFNodeProperty())
{
for (TFieldIterator<FProperty> It(NodeStructProperty->Struct); It; ++It)
{
const FProperty* Property = *It;
if (Property && Property->GetFName() == InPinName)
{
return Property->GetMetaData(InKey);
}
}
}
}
return MetaData;
}
void UAnimGraphNode_Base::AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const
{
Super::AddSearchMetaDataInfo(OutTaggedMetaData);
const auto ConditionallyTagNodeFuncRef = [&OutTaggedMetaData](const FMemberReference& FuncMember, const FText& LocText)
{
if (IsPotentiallyBoundFunction(FuncMember))
{
const FText FunctionName = FText::FromName(FuncMember.GetMemberName());
OutTaggedMetaData.Add(FSearchTagDataPair(LocText, FunctionName));
}
};
// Conditionally include anim node function references as part of the node's search metadata
ConditionallyTagNodeFuncRef(InitialUpdateFunction, LOCTEXT("InitialUpdateFunctionName", "Initial Update"));
ConditionallyTagNodeFuncRef(BecomeRelevantFunction, LOCTEXT("BecomeRelevantFunctionName", "Become Relevant"));
ConditionallyTagNodeFuncRef(UpdateFunction, LOCTEXT("UpdateFunctionName", "Update"));
if(Tag != NAME_None)
{
OutTaggedMetaData.Add(FSearchTagDataPair(LOCTEXT("Tag", "Tag"), FText::FromName(Tag)));
}
}
void UAnimGraphNode_Base::AddPinSearchMetaDataInfo(const UEdGraphPin* InPin, TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const
{
Super::AddPinSearchMetaDataInfo(InPin, OutTaggedMetaData);
if(Binding)
{
FName BindingName;
FProperty* PinProperty;
int32 OptionalPinIndex;
if (GetPinBindingInfo(InPin->GetFName(), BindingName, PinProperty, OptionalPinIndex))
{
Binding->AddPinSearchMetaDataInfo(InPin, BindingName, OutTaggedMetaData);
}
}
}
bool UAnimGraphNode_Base::IsPinExposedAndLinked(const FString& InPinName, const EEdGraphPinDirection InDirection) const
{
UEdGraphPin* Pin = FindPin(InPinName, InDirection);
return Pin != nullptr && Pin->LinkedTo.Num() > 0 && Pin->LinkedTo[0] != nullptr;
}
bool UAnimGraphNode_Base::IsPinExposedAndBound(const FString& InPinName, const EEdGraphPinDirection InDirection) const
{
UEdGraphPin* Pin = FindPin(InPinName, InDirection);
return Pin != nullptr && Pin->LinkedTo.Num() == 0 && Binding && Binding->HasBinding(Pin->GetFName(), true);
}
bool UAnimGraphNode_Base::IsPinUnlinkedUnboundAndUnset(const FString& InPinName, const EEdGraphPinDirection InDirection) const
{
UEdGraphPin* Pin = FindPin(InPinName, InDirection);
if (Pin)
{
return Pin->LinkedTo.Num() == 0 && (Binding == nullptr || !Binding->HasBinding(Pin->GetFName(), true)) && Pin->DefaultValue == Pin->AutogeneratedDefaultValue;
}
return false;
}
bool UAnimGraphNode_Base::IsPinBindable(const UEdGraphPin* InPin) const
{
if(const FProperty* PinProperty = GetPinProperty(InPin->GetFName()))
{
const int32 OptionalPinIndex = ShowPinForProperties.IndexOfByPredicate([PinProperty](const FOptionalPinFromProperty& InOptionalPin)
{
return PinProperty->GetFName() == InOptionalPin.PropertyName;
});
return OptionalPinIndex != INDEX_NONE;
}
return false;
}
bool UAnimGraphNode_Base::GetPinBindingInfo(FName InPinName, FName& OutBindingName, FProperty*& OutPinProperty, int32& OutOptionalPinIndex) const
{
OutPinProperty = GetPinProperty(InPinName);
if(OutPinProperty)
{
OutOptionalPinIndex = ShowPinForProperties.IndexOfByPredicate([OutPinProperty](const FOptionalPinFromProperty& InOptionalPin)
{
return OutPinProperty->GetFName() == InOptionalPin.PropertyName;
});
OutBindingName = InPinName;
return OutOptionalPinIndex != INDEX_NONE;
}
return false;
}
bool UAnimGraphNode_Base::HasBinding(FName InBindingName) const
{
if (Binding)
{
return Binding->HasBinding(InBindingName, false);
}
return false;
}
bool UAnimGraphNode_Base::RedirectBinding(FName OldPropertyBindingName, FName NewPropertyBindingName)
{
bool bRenamed = false;
if (Binding)
{
const FString OldPropertyBindingNameStr = OldPropertyBindingName.ToString();
const FString NewPropertyBindingNameStr = NewPropertyBindingName.ToString();
Binding->UpdateBindingNames([this, &bRenamed, &OldPropertyBindingNameStr, &NewPropertyBindingNameStr](const FString& InBindingName) -> FString
{
// Ignore any property binding that does not match exactly with what we requested.
if (InBindingName != OldPropertyBindingNameStr)
{
return InBindingName;
}
// We found our target binding name, replace it!
bRenamed = true;
return NewPropertyBindingNameStr;
});
if (bRenamed)
{
// Remove old binding name if it still exists (UpdateBindingNames() doesn't remove old binding entry).
if (HasBinding(OldPropertyBindingName))
{
Binding->RemoveBindings(OldPropertyBindingName);
}
Binding->Modify();
}
}
return bRenamed;
}
void UAnimGraphNode_Base::RemoveBindings(FName InBindingName)
{
if (Binding)
{
return Binding->RemoveBindings(InBindingName);
}
}
void UAnimGraphNode_Base::SetTag(FName InTag)
{
FName OldTag = Tag;
Tag = InTag;
if(Tag != OldTag)
{
GetAnimBlueprint()->RequestRefreshExtensions();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetAnimBlueprint());
}
}
FProperty* UAnimGraphNode_Base::GetPinProperty(const UEdGraphPin* InPin) const
{
return GetPinProperty(InPin->GetFName());
}
FProperty* UAnimGraphNode_Base::GetPinProperty(FName InPinName) const
{
// Compare FName without number to make sure we catch array properties that are split into multiple pins
FName ComparisonName = InPinName;
ComparisonName.SetNumber(0);
return GetFNodeType()->FindPropertyByName(ComparisonName);
}
void UAnimGraphNode_Base::PinConnectionListChanged(UEdGraphPin* Pin)
{
Super::PinConnectionListChanged(Pin);
if(Pin->LinkedTo.Num() > 0)
{
if (Binding)
{
// If we have links, clear any bindings
// Compare FName without number to make sure we catch array properties that are split into multiple pins
FName ComparisonName = Pin->GetFName();
ComparisonName.SetNumber(0);
Binding->RemoveBindings(ComparisonName);
}
}
}
void UAnimGraphNode_Base::AutowireNewNode(UEdGraphPin* FromPin)
{
// Ensure the pin is valid, a pose pin, and has a single link
if (FromPin && UAnimationGraphSchema::IsPosePin(FromPin->PinType))
{
auto FindFirstPosePinInDirection = [this](EEdGraphPinDirection Direction) -> UEdGraphPin*
{
UEdGraphPin** PinToConnectTo = Pins.FindByPredicate([Direction](UEdGraphPin* Pin) -> bool
{
return Pin && Pin->Direction == Direction && UAnimationGraphSchema::IsPosePin(Pin->PinType);
});
return PinToConnectTo ? *PinToConnectTo : nullptr;
};
// Get the linked pin, if valid, and ensure it iss also a pose pin
UEdGraphPin* LinkedPin = FromPin->LinkedTo.Num() == 1 ? FromPin->LinkedTo[0] : nullptr;
if (LinkedPin && UAnimationGraphSchema::IsPosePin(LinkedPin->PinType))
{
// Retrieve the first pin, of similar direction, from this node
UEdGraphPin* PinToConnectTo = FindFirstPosePinInDirection(FromPin->Direction);
if (PinToConnectTo)
{
ensure(GetSchema()->TryCreateConnection(LinkedPin, PinToConnectTo));
}
}
// Link this node to the FromPin, so find the first pose pin of opposite direction on this node
UEdGraphPin* PinToConnectTo = FindFirstPosePinInDirection(FromPin->Direction == EEdGraphPinDirection::EGPD_Input ? EEdGraphPinDirection::EGPD_Output : EEdGraphPinDirection::EGPD_Input);
if (PinToConnectTo)
{
ensure(GetSchema()->TryCreateConnection(FromPin, PinToConnectTo));
}
}
else
{
UK2Node::AutowireNewNode(FromPin);
}
}
TSharedRef<SWidget> UAnimGraphNode_Base::MakePropertyBindingWidget(const FAnimPropertyBindingWidgetArgs& InArgs)
{
const UAnimGraphNode_Base* FirstAnimGraphNode = InArgs.Nodes[0];
UClass* BindingClass = FirstAnimGraphNode->Binding ? FirstAnimGraphNode->Binding->GetClass() : nullptr;
UAnimGraphNodeBinding* BindingCDO = BindingClass ? CastChecked<UAnimGraphNodeBinding>(BindingClass->GetDefaultObject()) : nullptr;
// Check all nodes have the same kinds of binding - we cant do multi-edit with bindings of differing types
if (InArgs.Nodes.Num() > 0)
{
for (int32 NodeIndex = 1; NodeIndex < InArgs.Nodes.Num(); ++NodeIndex)
{
UAnimGraphNode_Base* OtherAnimGraphNode = InArgs.Nodes[NodeIndex];
UClass* OtherBindingClass = OtherAnimGraphNode->Binding ? OtherAnimGraphNode->Binding->GetClass() : nullptr;
if (OtherBindingClass == nullptr || BindingClass != OtherBindingClass)
{
BindingCDO = nullptr;
break;
}
}
}
if (BindingCDO)
{
return BindingCDO->MakePropertyBindingWidget(InArgs);
}
else
{
return SNew(SSpacer);
}
}
void UAnimGraphNode_Base::HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName)
{
if (Binding)
{
Binding->HandleVariableRenamed(InBlueprint, InVariableClass, InGraph, InOldVarName, InNewVarName);
}
}
void UAnimGraphNode_Base::HandleFunctionRenamed(UBlueprint* InBlueprint, UClass* InFunctionClass, UEdGraph* InGraph, const FName& InOldFuncName, const FName& InNewFuncName)
{
if (Binding)
{
Binding->HandleFunctionRenamed(InBlueprint, InFunctionClass, InGraph, InOldFuncName, InNewFuncName);
}
}
void UAnimGraphNode_Base::ReplaceReferences(UBlueprint* InBlueprint, UBlueprint* InReplacementBlueprint, const FMemberReference& InSource, const FMemberReference& InReplacement)
{
if (Binding)
{
Binding->ReplaceReferences(InBlueprint, InReplacementBlueprint, InSource, InReplacement);
}
}
bool UAnimGraphNode_Base::ReferencesVariable(const FName& InVarName, const UStruct* InScope) const
{
if (Binding)
{
return Binding->ReferencesVariable(InVarName, InScope);
}
return false;
}
bool UAnimGraphNode_Base::ReferencesFunction(const FName& InFunctionName, const UStruct* InScope) const
{
if (Binding && Binding->ReferencesFunction(InFunctionName, InScope))
{
return true;
}
// Check private member anim node function binding
return InitialUpdateFunction.GetMemberName() == InFunctionName || BecomeRelevantFunction.GetMemberName() == InFunctionName || UpdateFunction.GetMemberName() == InFunctionName;
}
void UAnimGraphNode_Base::PostEditRefreshDebuggedComponent()
{
if(FAnimNode_Base* DebuggedAnimNode = GetDebuggedAnimNode())
{
if(const IAnimClassInterface* AnimClassInterface = DebuggedAnimNode->GetAnimClassInterface())
{
if(const UAnimInstance* HostingInstance = Cast<UAnimInstance>(IAnimClassInterface::GetObjectPtrFromAnimNode(AnimClassInterface, DebuggedAnimNode)))
{
if(UWorld* World = HostingInstance->GetWorld())
{
if(World->IsPaused() || World->WorldType == EWorldType::Editor)
{
if(USkeletalMeshComponent* SkelMeshComponent = HostingInstance->GetSkelMeshComponent())
{
SkelMeshComponent->RefreshBoneTransforms();
}
}
}
}
}
}
}
UObject* UAnimGraphNode_Base::GetObjectBeingDebugged() const
{
if (UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNode(this))
{
return Blueprint->GetObjectBeingDebugged();
}
return nullptr;
}
bool UAnimGraphNode_Base::IsPotentiallyBoundFunction(const FMemberReference& FunctionReference)
{
return FunctionReference.GetMemberGuid().IsValid() || FunctionReference.GetMemberName() != NAME_None;
}
#undef LOCTEXT_NAMESPACE