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

142 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_LinkedInputPose.h"
#include "Engine/MemberReference.h"
#include "IClassVariableCreator.h"
#include "AnimGraphNode_LinkedInputPose.generated.h"
class SEditableTextBox;
/** Required info for reconstructing a manually specified pin */
USTRUCT()
struct FAnimBlueprintFunctionPinInfo
{
GENERATED_BODY()
FAnimBlueprintFunctionPinInfo()
: Name(NAME_None)
{
Type.ResetToDefaults();
}
FAnimBlueprintFunctionPinInfo(const FName& InName, const FEdGraphPinType& InType)
: Name(InName)
, Type(InType)
{
}
/** The name of this parameter */
UPROPERTY(EditAnywhere, Category = "Inputs")
FName Name;
/** The type of this parameter */
UPROPERTY(EditAnywhere, Category = "Inputs")
FEdGraphPinType Type;
};
UCLASS()
class ANIMGRAPH_API UAnimGraphNode_LinkedInputPose : public UAnimGraphNode_Base, public IClassVariableCreator
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Inputs")
FAnimNode_LinkedInputPose Node;
UPROPERTY(EditAnywhere, Category = "Inputs")
TArray<FAnimBlueprintFunctionPinInfo> Inputs;
/** Reference to the stub function we use to build our parameters */
UPROPERTY()
FMemberReference FunctionReference;
/** The index of the input pose, used alongside FunctionReference to build parameters */
UPROPERTY()
int32 InputPoseIndex;
UAnimGraphNode_LinkedInputPose();
/** UObject interface */
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
/** IClassVariableCreator interface */
virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
/** UEdGraphNode interface */
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetMenuCategory() const override;
virtual bool CanUserDeleteNode() const override;
virtual bool CanDuplicateNode() const override;
virtual void AllocateDefaultPins() override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void PostPlacedNewNode() override;
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
virtual bool HasExternalDependencies(TArray<UStruct*>* OptionalOutput) const override;
/** UK2Node interface */
virtual void ExpandNode(class FKismetCompilerContext& InCompilerContext, UEdGraph* InSourceGraph) override;
/** UAnimGraphNode_Base interface */
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
virtual bool ShouldShowAttributesOnPins() const override { return false; }
virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const override;
/** Make a name widget for this linked input pose node */
TSharedRef<SWidget> MakeNameWidget(IDetailLayoutBuilder& DetailBuilder);
/** @return whether this node is editable. Non-editable nodes are implemented from function interfaces */
bool IsEditable() const { return CanUserDeleteNode(); }
/** @return the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference. */
int32 GetNumInputs() const;
/** Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions */
void PromoteFromInterfaceOverride();
/** Conform input pose name according to function */
void ConformInputPoseName();
/** Validate pose index against the function reference (used to determine whether we should exist or not) */
bool ValidateAgainstFunctionReference() const;
/** Helper function for iterating stub function parameters */
void IterateFunctionParameters(TFunctionRef<void(const FName&, const FEdGraphPinType&)> InFunc) const;
private:
friend class FAnimGraphDetails;
friend class UAnimationGraph;
// Helper function for common code in AllocateDefaultPins and ReallocatePinsDuringReconstruction
void AllocatePinsInternal();
/** Create pins from the user-defined Inputs array */
void CreateUserDefinedPins();
/** Create pins from the stub function FunctionReference */
void CreatePinsFromStubFunction(const UFunction* Function);
friend class UAnimBlueprintExtension_LinkedInputPose;
// Called pre-compilation to evaluate is this input pose is used
void AnalyzeLinks(TArrayView<UAnimGraphNode_Base*> InAnimNodes);
/** Reconstruct any layer nodes in this BP post-edit */
static void ReconstructLayerNodes(UBlueprint* InBlueprint);
private:
/** UI helper functions */
void HandleInputPoseArrayChanged();
void HandleInputPinArrayChanged();
};
UE_DEPRECATED(4.24, "UAnimGraphNode_SubInput has been renamed to UAnimGraphNode_LinkedInputPose")
typedef UAnimGraphNode_LinkedInputPose UAnimGraphNode_SubInput;