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UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
2025-05-18 13:04:45 +08:00

79 lines
4.1 KiB
C++

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