void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const { DisplayInfo.PlainName = FText::FromString( Graph.GetName() ); const UAnimStateTransitionNode* TransNode = Cast<const UAnimStateTransitionNode>(Graph.GetOuter()); if (TransNode == NULL) { //@TODO: Transition graphs should be created with the transition node as their outer as well! UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(&Graph)); if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass()) { TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), &Graph); } } if (TransNode) { FFormatNamedArguments Args; Args.Add(TEXT("NodeTitle"), TransNode->GetNodeTitle(ENodeTitleType::FullTitle)); DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "TransitionRuleGraphTitle", "{NodeTitle} (rule)"), Args ); } DisplayInfo.DisplayName = DisplayInfo.PlainName; }
bool UK2Node_TransitionRuleGetter::IsActionFilteredOut(class FBlueprintActionFilter const& Filter) { if(Filter.Context.Graphs.Num()) { const UEdGraphSchema* Schema = Filter.Context.Graphs[0]->GetSchema(); if(Cast<UAnimationGraphSchema>(Schema)) { if(GetterType == ETransitionGetter::ArbitraryState_GetBlendWeight) { // only show the transition nodes if the associated state node is in every graph: if( AssociatedStateNode ) { for( auto Blueprint : Filter.Context.Blueprints ) { TArray<UAnimStateNode*> States; FBlueprintEditorUtils::GetAllNodesOfClass(Blueprint, /*out*/ States); if( !States.Contains( AssociatedStateNode ) ) { return true; } } return false; } } return true; } else if(Cast<UAnimationTransitionSchema>(Schema)) { // Non-sequence specific TransitionRuleGetter nodes have no associated nodes assigned, they are always allowed in AnimationTransitionSchema graphs if( AssociatedStateNode == nullptr && AssociatedAnimAssetPlayerNode == nullptr) { return false; } else if(AssociatedAnimAssetPlayerNode) { if(Filter.Context.Blueprints.Num()) { UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Filter.Context.Blueprints[0]); check(AnimBlueprint); if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = AnimBlueprint->GetAnimBlueprintSkeletonClass()) { // Local function to find the transition node using the context graph and AnimBlueprintDebugData auto GetTransitionNodeFromGraphLambda = [](const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph) -> UAnimStateTransitionNode* { if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionGraphToNodeMap.Find(Graph)) { return TransNodePtr->Get(); } if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionBlendGraphToNodeMap.Find(Graph)) { return TransNodePtr->Get(); } return NULL; }; // Check if the TransitionNode can be found in the AninBlueprint's debug data if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), Filter.Context.Graphs[0])) { if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState())) { // Check if the AnimAssetPlayerNode's graph is the state machine's bound graph if(AssociatedAnimAssetPlayerNode->GetGraph() == SourceStateNode->BoundGraph) { return false; } } } } } } } } return true; }
void UAnimationTransitionSchema::GetSourceStateActions(FGraphContextMenuBuilder& ContextMenuBuilder) const { if ((ContextMenuBuilder.FromPin == NULL) || ((ContextMenuBuilder.FromPin->Direction == EGPD_Input) && (ContextMenuBuilder.FromPin->PinType.PinCategory == PC_Float))) { // Find the source state associated with this transition UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(ContextMenuBuilder.CurrentGraph)); if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass()) { if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), ContextMenuBuilder.CurrentGraph)) { if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState())) { // Offer options from the source state // Sequence player positions ETransitionGetter::Type SequenceSpecificGetters[] = { ETransitionGetter::AnimationAsset_GetCurrentTime, ETransitionGetter::AnimationAsset_GetLength, ETransitionGetter::AnimationAsset_GetCurrentTimeFraction, ETransitionGetter::AnimationAsset_GetTimeFromEnd, ETransitionGetter::AnimationAsset_GetTimeFromEndFraction }; TArray<UK2Node*> AssetPlayers; SourceStateNode->BoundGraph->GetNodesOfClassEx<UAnimGraphNode_Base, UK2Node>(/*out*/ AssetPlayers); const FString Category_AssetPlayer(TEXT("Asset Player")); for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(SequenceSpecificGetters); ++TypeIndex) { for (auto NodeIt = AssetPlayers.CreateConstIterator(); NodeIt; ++NodeIt) { UAnimGraphNode_Base* AnimNode = CastChecked<UAnimGraphNode_Base>(*NodeIt); if (AnimNode->DoesSupportTimeForTransitionGetter()) { UK2Node_TransitionRuleGetter* NodeTemplate = ContextMenuBuilder.CreateTemplateNode<UK2Node_TransitionRuleGetter>(); FString AssetName; UAnimationAsset * AnimAsset = AnimNode->GetAnimationAsset(); if (AnimAsset) { NodeTemplate->AssociatedAnimAssetPlayerNode = AnimNode; AssetName = AnimAsset->GetName(); } NodeTemplate->GetterType = SequenceSpecificGetters[TypeIndex]; FFormatNamedArguments Args; Args.Add(TEXT("NodeName"), UK2Node_TransitionRuleGetter::GetFriendlyName(NodeTemplate->GetterType)); Args.Add(TEXT("AssetName"), FText::FromString(AssetName)); FText Title = FText::Format(LOCTEXT("TransitionFor", "{NodeName} for '{AssetName}'"), Args); TSharedPtr<FEdGraphSchemaAction_K2NewNode> Action = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, Category_AssetPlayer, Title, NodeTemplate->GetTooltipText().ToString(), 0, NodeTemplate->GetKeywords()); Action->NodeTemplate = NodeTemplate; } } } // Non-sequence specific ones ETransitionGetter::Type NonSpecificGetters[] = { ETransitionGetter::CurrentTransitionDuration, ETransitionGetter::CurrentState_ElapsedTime, ETransitionGetter::CurrentState_GetBlendWeight }; for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(NonSpecificGetters); ++TypeIndex) { FString Category_Transition(TEXT("Transition")); UK2Node_TransitionRuleGetter* NodeTemplate = ContextMenuBuilder.CreateTemplateNode<UK2Node_TransitionRuleGetter>(); NodeTemplate->GetterType = NonSpecificGetters[TypeIndex]; FText Title = UK2Node_TransitionRuleGetter::GetFriendlyName(NodeTemplate->GetterType); TSharedPtr<FEdGraphSchemaAction_K2NewNode> Action = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, Category_Transition, Title, NodeTemplate->GetTooltipText().ToString(), 0, NodeTemplate->GetKeywords()); Action->NodeTemplate = NodeTemplate; } } } } } }