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

107 lines
4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_CustomProperty.h"
#include "IClassVariableCreator.h"
#include "AnimGraphNode_CustomProperty.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class IPropertyHandle;
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base, public IClassVariableCreator
{
GENERATED_BODY()
public:
// UObject interface
virtual void Serialize(FArchive& Ar) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void PostDuplicate(bool bDuplicateForPIE) override;
// IClassVariableCreator interface
virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
//~ Begin UEdGraphNode Interface.
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const override;
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
//~ End UEdGraphNode Interface.
// UAnimGraphNode_Base interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void CreateCustomPins(TArray<UEdGraphPin*>* OldPins) override;
virtual FProperty* GetPinProperty(FName InPinName) const override;
virtual bool IsPinBindable(const UEdGraphPin* InPin) const override;
virtual bool GetPinBindingInfo(FName InPinName, FName& OutBindingName, FProperty*& OutPinProperty, int32& OutOptionalPinIndex) const override;
virtual bool HasBinding(FName InBindingName) const override;
// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
void GetInstancePinProperty(const IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphPin* InInputPin, FProperty*& OutProperty);
// Gets the unique name for the property linked to a given pin
FString GetPinTargetVariableName(const UEdGraphPin* InPin) const;
// Gets the unique name for the property linked to a given pin name
FString GetPinTargetVariableName(FName InPinName) const;
// Gets Target Class this properties to link
UClass* GetTargetClass() const;
// Add Source and Target Properties - Check FAnimNode_CustomProperty
void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName);
// Helper used to get the skeleton class we are targeting
virtual UClass* GetTargetSkeletonClass() const;
// ----- UI CALLBACKS ----- //
// User changed the instance class etc.
void OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder);
// User changed the instance class
void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
protected:
friend struct FCustomPropertyOptionalPinManager;
friend class SAnimationGraphNode;
friend class UAnimationGraphSchema;
/** List of property names we know to exist on the target class, so we can detect when
* Properties are added or removed on reconstruction
* Deprecated, use CustomPinProperties instead.
*/
UPROPERTY()
TArray<FName> KnownExposableProperties_DEPRECATED;
/** Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead. */
UPROPERTY()
TArray<FName> ExposedPropertyNames_DEPRECATED;
/** Exposed pin data for custom properties */
UPROPERTY()
TArray<FOptionalPinFromProperty> CustomPinProperties;
// Gets a property's type as FText (for UI)
FText GetPropertyTypeText(FProperty* Property);
// internal node accessor
virtual FAnimNode_CustomProperty* GetCustomPropertyNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
// Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
virtual bool IsStructuralProperty(FProperty* InProperty) const { return false; }
// Whether this node needs a valid target class up-front
virtual bool NeedsToSpecifyValidTargetClass() const { return true; }
// Sets the visibility of the specified pin, reconstructs the node if it changes
void SetCustomPinVisibility(bool bInVisible, int32 InOptionalPinIndex);
// Helper function for GetPinTargetVariableName
FString GetPinTargetVariableNameBase(FName InPinName) const;
};