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

217 lines
9.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimCurveTypes.h"
#include "Animation/AnimEnums.h"
#include "AnimationBlueprintLibrary.h"
#include "Containers/Map.h"
#include "HAL/Platform.h"
#include "HAL/PlatformMisc.h"
#include "Misc/AssertionMacros.h"
#include "Misc/Guid.h"
#include "Misc/MessageDialog.h"
#include "Misc/Optional.h"
#include "Templates/SubclassOf.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "AnimationModifier.generated.h"
class FArchive;
class FName;
class UAnimSequence;
class UClass;
class USkeleton;
struct FFrame;
struct FObjectKey;
UCLASS(Blueprintable, config = Editor, defaultconfig)
class ANIMATIONMODIFIERS_API UAnimationModifier : public UObject
{
GENERATED_BODY()
friend class FAnimationModifierDetailCustomization;
public:
UAnimationModifier();
/** Applying and reverting the modifier for the given Animation Sequence */
void ApplyToAnimationSequence(UAnimSequence* AnimSequence) const;
void RevertFromAnimationSequence(UAnimSequence* AnimSequence) const;
/** Executed when the Animation is initialized (native event for debugging / testing purposes) */
UFUNCTION(BlueprintNativeEvent)
void OnApply(UAnimSequence* AnimationSequence);
virtual void OnApply_Implementation(UAnimSequence* AnimationSequence) {}
UFUNCTION(BlueprintNativeEvent)
void OnRevert(UAnimSequence* AnimationSequence);
virtual void OnRevert_Implementation(UAnimSequence* AnimationSequence) {}
/** Returns whether or not this modifier can be reverted, which means it will have to been applied to the given AnimationSequence */
bool CanRevert(IInterface_AssetUserData* AssetUserDataInterface) const;
/** Whether or not the latest compiled version of the blueprint is applied for this instance */
bool IsLatestRevisionApplied(IInterface_AssetUserData* AssetUserDataInterface) const;
//! @brief Get the latest revision GUID of this modifier class
FGuid GetLatestRevisionGuid() const;
//! @brief Get Asset Registry tags for applied modifiers from _skeleton_
//! @param[out] OutTags AnimationModifiers = %PATH%=%REVISION%;...
static void GetAssetRegistryTagsForAppliedModifiersFromSkeleton(FAssetRegistryTagsContext Context);
static const FName AnimationModifiersTag;
static constexpr TCHAR AnimationModifiersDelimiter = ';';
static constexpr TCHAR AnimationModifiersAssignment = '=';
//! @brief Check if this Modifier On Skeleton has PreviouslyAppliedModifier_DEPRECATED from previous version
bool HasLegacyPreviousAppliedModifierOnSkeleton() const { return GetLegacyPreviouslyAppliedModifierForModifierOnSkeleton() != nullptr; }
//! @brief Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied)
void RemoveLegacyPreviousAppliedModifierOnSkeleton(USkeleton* Skeleton);
// Begin UObject Overrides
virtual void PostInitProperties() override;
virtual void Serialize(FArchive& Ar) override;
virtual void PostLoad() override;
// End UObject Overrides
/** If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset. */
UPROPERTY(EditAnywhere, Category = "Settings")
bool bReapplyPostOwnerChange = false;
/** Whether or not this modifier is in the process of being applied to an Animation Asset */
UE_DEPRECATED(5.2, "IsCurrentlyApplyingModifier has been deprecated, can check for modifiers being applied with UE::Anim::FApplyModifiersScope::IsScopePending")
bool IsCurrentlyApplyingModifier() const { return CurrentAnimSequence != nullptr || CurrentSkeleton != nullptr; };
protected:
// Derived class accessors to skeleton and anim sequence
const UAnimSequence* GetAnimationSequence();
const USkeleton* GetSkeleton();
/** Used for natively updating the revision GUID, fairly basic and relies on config files currently */
virtual int32 GetNativeClassRevision() const;
/** Checks if the animation data has to be re-baked / compressed and does so */
void UpdateCompressedAnimationData();
/** Updating of blueprint and native GUIDs*/
void UpdateRevisionGuid(UClass* ModifierClass);
void UpdateNativeRevisionGuid();
void ExecuteOnRevert(UAnimSequence* InAnimSequence);
void ExecuteOnApply(UAnimSequence* InAnimSequence);
/** Applies all instances of the provided Modifier class to its outer Animation Sequence*/
static void ApplyToAll(TSubclassOf<UAnimationModifier> ModifierSubClass, bool bForceApply = true);
static void LoadModifierReferencers(TSubclassOf<UAnimationModifier> ModifierSubClass);
private:
// These value were not set during OnRevert, prefer to use the input from OnApply() or OnRevert()
UAnimSequence* CurrentAnimSequence = nullptr;
USkeleton* CurrentSkeleton = nullptr;
//! @brief Try get the applied modifier instance (associated with this modifier) on the animation sequence, null if not applied on the sequence
UAnimationModifier* GetAppliedModifier(IInterface_AssetUserData* AssetUserDataInterface) const;
//! @brief Set the applied modifier instance on the Animation Sequence
void SetAppliedModifier(TScriptInterface<IInterface_AssetUserData> AssetUserDataInterface, UAnimationModifier* AppliedModifier) const;
//! @brief Remove the applied modifier instance (associated with this modifier) from the Animation Sequence
//! @return The modifier instance removed
UAnimationModifier* FindAndRemoveAppliedModifier(TScriptInterface<IInterface_AssetUserData> AssetUserDataInterface) const;
//! @brief Get the applied modifier instance for modifier on skeleton read from _legacy_ version
//! @note This function is only intended for backward compatibility with existing asset
//! @return PreviouslyAppliedModifier_DEPRECATED on Modifier on Skeleton, _before_ upgrade
UAnimationModifier* GetLegacyPreviouslyAppliedModifierForModifierOnSkeleton() const;
// - On class-default-objects, this is the latest revision GUID
// - On applied modifier instances, this is the revision applied
// - Not used for other instances
UPROPERTY(/*VisibleAnywhere for testing, Category = Revision*/)
FGuid RevisionGuid;
// This indicates whether or not the modifier is newer than what has been applied
UPROPERTY(/*VisibleAnywhere for testing, Category = Revision */)
FGuid AppliedGuid_DEPRECATED;
// This holds the latest value returned by UpdateNativeRevisionGuid during the last PostLoad (changing this value will invalidate the GUIDs for all instances)
UPROPERTY(config)
int32 StoredNativeRevision;
/** Serialized version of the modifier that has been previously applied to the Animation Asset */
UPROPERTY()
TObjectPtr<UAnimationModifier> PreviouslyAppliedModifier_DEPRECATED = nullptr;
};
namespace UE
{
namespace Anim
{
// RAII object to determine how Animation Modifier warning/errors are handled (ignore, user dialog, etc.)
struct ANIMATIONMODIFIERS_API FApplyModifiersScope
{
friend UAnimationModifier;
enum ESuppressionMode : uint8
{
// Do not change the error handling mode on this scope
// Use the mode set by parent scope or default (ShowDialog)
NoChange,
// Suppress error dialogs
// Suppress warnings dialogs, always apply modifiers
// No user interaction required
SuppressWarningAndError,
// Show error dialogs
// Suppress warnings dialogs, always apply modifiers
SuppressWarning,
// Show warning and error dialogs for first encounter
// Error dialog for each modifier class will only be showed once
ShowDialog,
// Always show the error or warning dialog
// Default behavior when no scope was open
ForceDialog,
// Suppress error dialogs
// Suppress warnings dialogs, always revert modifiers
// No user interaction required
RevertAtWarning,
};
FApplyModifiersScope(const FApplyModifiersScope&) = delete;
explicit FApplyModifiersScope(ESuppressionMode Mode = NoChange)
{
Open(Mode);
}
~FApplyModifiersScope()
{
Close();
}
static bool IsScopePending() { return !ScopeModeStack.IsEmpty(); }
protected:
/** Determine how to handle an Animation Modifier error, and execute accordingly */
static void HandleError(const UAnimationModifier* Modifier, const FText& Message, const FText& Title);
/** Determine how to handle an Animation Modifier warning, and execute accordingly. Returns whether or not the warning was handled (true) or warrants reverting the applied Animation Modifier (false) */
static bool HandleWarning(const UAnimationModifier* Modifier, const FText& Message, const FText& Title);
private:
// Open a scope to control error handling when batch applying animation modifiers
static ESuppressionMode Open(ESuppressionMode Mode = NoChange);
// Close the most recent scope
static void Close();
static ESuppressionMode CurrentMode();
/** Errors already acknowledged */
static TSet<FObjectKey> ErrorResponse;
/** Warnings already ignored or treated as error */
static TMap<FObjectKey, EAppReturnType::Type> WarningResponse;
/** Error handle mode stack for scopes */
static TArray<ESuppressionMode, TInlineAllocator<4>> ScopeModeStack;
};
}
}