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

67 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Sync.h"
#include "Kismet2/CompilerResultsLog.h"
#define LOCTEXT_NAMESPACE "AnimGraphNode_Sync"
void UAnimGraphNode_Sync::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if(PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimNode_Sync, GroupName))
{
OnNodeTitleChangedEvent().Broadcast();
}
}
FText UAnimGraphNode_Sync::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if(TitleType == ENodeTitleType::FullTitle)
{
return FText::Format(LOCTEXT("NodeFullTitle", "Sync\nSync group {0}"), FText::FromName(Node.GetGroupName()));
}
else
{
return LOCTEXT("NodeTitle", "Sync");
}
}
FText UAnimGraphNode_Sync::GetTooltipText() const
{
return LOCTEXT("NodeTooltip", "Synchronizes asset players and blendspaces that are children of this node.");
}
FText UAnimGraphNode_Sync::GetMenuCategory() const
{
return LOCTEXT("Category", "Animation|Synchronization");
}
void UAnimGraphNode_Sync::GetInputLinkAttributes(FNodeAttributeArray& OutAttributes) const
{
if(Node.GetGroupName() != NAME_None)
{
OutAttributes.Add(UE::Anim::FAnimSync::Attribute);
}
}
void UAnimGraphNode_Sync::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
if(Node.GetGroupName() == NAME_None)
{
MessageLog.Error(*LOCTEXT("NoSyncGroupSupplied", "Node @@ does not specifiy a sync group").ToString(), this);
}
}
void UAnimGraphNode_Sync::BakeDataDuringCompilation(FCompilerResultsLog& MessageLog)
{
if(Node.GetGroupName() != NAME_None)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
}
}
#undef LOCTEXT_NAMESPACE