79 lines
4.1 KiB
C++
79 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Animation/AnimationAsset.h"
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#include "AnimGraphNode_Base.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_AssetPlayerBase.generated.h"
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/** Get the default anim node class for playing a particular asset */
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ANIMGRAPH_API UClass* GetNodeClassForAsset(const UClass* AssetClass);
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/** See if a particular anim NodeClass can play a particular anim AssetClass */
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ANIMGRAPH_API bool SupportNodeClassForAsset(const UClass* AssetClass, UClass* NodeClass);
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/** Helper / intermediate for asset player graphical nodes */
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UCLASS(Abstract)
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class ANIMGRAPH_API UAnimGraphNode_AssetPlayerBase : public UAnimGraphNode_Base
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{
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GENERATED_BODY()
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public:
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// Deprecated - sync group data is held on the contained FAnimNode_Base
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UPROPERTY()
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FAnimationGroupReference SyncGroup_DEPRECATED;
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/** UObject interface */
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void Serialize(FArchive& Ar) override;
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void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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/** UEdGraphNode interface */
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virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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virtual FText GetTooltipText() const override;
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/** UK2Node interface */
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virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
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/** UAnimGraphNode_Base interface */
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virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
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virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void SetAnimationAsset(UAnimationAsset* Asset) { check(false); /*Base function called*/ }
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// Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation
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virtual void CopySettingsFromAnimationAsset(UAnimationAsset* Asset) {}
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// Helper function to gather menu actions from specific asset types supported by this node
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static void GetMenuActionsHelper(
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FBlueprintActionDatabaseRegistrar& InActionRegistrar,
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TSubclassOf<UAnimGraphNode_Base> InNodeClass,
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const TArray<TSubclassOf<UObject>>& InAssetTypes,
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const TArray<TSubclassOf<UObject>>& InExcludedAssetTypes,
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const TFunctionRef<FText(const FAssetData&, UClass*)>& InMenuNameFunction,
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const TFunctionRef<FText(const FAssetData&, UClass*)>& InMenuTooltipFunction,
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const TFunction<void(UEdGraphNode*, bool, const FAssetData)>& InSetupNewNodeFromAssetFunction,
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const TFunction<void(UEdGraphNode*, bool, TSubclassOf<UObject>)>& InSetupNewNodeFromClassFunction = nullptr,
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const TFunction<FText(const FAssetData&)>& InMenuCategoryFunction = nullptr);
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// Helper function to validate player nodes
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void ValidateAnimNodeDuringCompilationHelper(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog, UAnimationAsset* InAsset, TSubclassOf<UAnimationAsset> InAssetType, UEdGraphPin* InExposedPin, FName InPropertyName);
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// Helper function to preload required assets (including those referenced on pins)
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void PreloadRequiredAssetsHelper(UAnimationAsset* InAsset, UEdGraphPin* InExposedPin);
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protected:
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// Helper functions to build a title for an asset player node
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FText GetNodeTitleHelper(ENodeTitleType::Type InTitleType, UEdGraphPin* InAssetPin, const FText& InAssetDesc, const TFunction<FText(UAnimationAsset*)> InPostFixFunctionRef = nullptr) const;
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FText GetNodeTitleForAsset(ENodeTitleType::Type InTitleType, UAnimationAsset* InAsset, const FText& InAssetDesc, const TFunction<FText(UAnimationAsset*)> InPostFixFunctionRef = nullptr) const;
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void AddSyncGroupToNodeTitle(ENodeTitleType::Type InTitleType, FText & InOutTitle) const;
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// Default setup function that can be used with GetMenuActionsHalper
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static void SetupNewNode(UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData);
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/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
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FString UnloadedSkeletonName;
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};
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