Add Games File
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// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
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#include "AnimGraphNode_VrmCopyHandBone.h"
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#include "Misc/EngineVersionComparison.h"
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#include "UnrealWidget.h"
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#include "AnimNodeEditModes.h"
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#include "Kismet2/CompilerResultsLog.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_ModifyBone
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#define LOCTEXT_NAMESPACE "A3Nodesaaaa"
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UAnimGraphNode_VrmCopyHandBone::UAnimGraphNode_VrmCopyHandBone(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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#if UE_VERSION_OLDER_THAN(5,0,0)
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CurWidgetMode = (int32)FWidget::WM_Rotate;
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#else
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CurWidgetMode = UE::Widget::EWidgetMode::WM_Rotate;
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#endif
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}
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void UAnimGraphNode_VrmCopyHandBone::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
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{
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// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus virtual bone name check is invalid UE-39499 (NEED FIX)
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if (ForSkeleton && !ForSkeleton->HasAnyFlags(RF_NeedPostLoad))
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{
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/*
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//if (ForSkeleton->GetReferenceSkeleton().FindBoneIndex(Node.BoneToModify.BoneName) == INDEX_NONE)
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if (ForSkeleton->GetReferenceSkeleton().FindBoneIndex(Node.BoneNameToModify) == INDEX_NONE)
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{
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//if (Node.BoneToModify.BoneName == NAME_None)
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if (Node.BoneNameToModify == NAME_None)
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{
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MessageLog.Warning(*LOCTEXT("NoBoneSelectedToModify", "@@ - You must pick a bone to modify").ToString(), this);
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}
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else
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{
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FFormatNamedArguments Args;
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//Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
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Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneNameToModify));
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FText Msg = FText::Format(LOCTEXT("NoBoneFoundToModify", "@@ - Bone {BoneName} not found in Skeleton"), Args);
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MessageLog.Warning(*Msg.ToString(), this);
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}
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}
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*/
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}
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//if ((Node.TranslationMode == BMM_Ignore) && (Node.RotationMode == BMM_Ignore) && (Node.ScaleMode == BMM_Ignore))
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{
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// MessageLog.Warning(*LOCTEXT("NothingToModify", "@@ - No components to modify selected. Either Rotation, Translation, or Scale should be set to something other than Ignore").ToString(), this);
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}
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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}
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FText UAnimGraphNode_VrmCopyHandBone::GetControllerDescription() const
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{
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return LOCTEXT("VrmCopyHandBone", "VrmCopyHandBone");
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}
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FText UAnimGraphNode_VrmCopyHandBone::GetTooltipText() const
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{
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return LOCTEXT("AnimGraphNode_VrmCopyHandBone_Tooltip", "VrmCopyHandBone");
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}
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FText UAnimGraphNode_VrmCopyHandBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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//if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneToModify.BoneName == NAME_None))
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//if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneNameToModify == NAME_None))
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//{
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return GetControllerDescription();
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//}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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/*
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else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
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//Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
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Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneNameToModify));
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// FText::Format() is slow, so we cache this to save on performance
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this);
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}
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else
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this);
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}
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}
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return CachedNodeTitles[TitleType];
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*/
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}
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void UAnimGraphNode_VrmCopyHandBone::CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode)
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{
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FAnimNode_VrmCopyHandBone* node = static_cast<FAnimNode_VrmCopyHandBone*>(InPreviewNode);
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// no copy
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}
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//FEditorModeID UAnimGraphNode_VrmModifyBoneDynamic::GetEditorMode() const
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//{
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// return AnimNodeEditModes::ModifyBone;
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//}
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void UAnimGraphNode_VrmCopyHandBone::CopyPinDefaultsToNodeData(UEdGraphPin* InPin)
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{
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/*
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if (InPin->GetName() == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ModifyBone, Translation))
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{
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GetDefaultValue(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ModifyBone, Translation), Node.Translation);
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}
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else if (InPin->GetName() == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ModifyBone, Rotation))
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{
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GetDefaultValue(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ModifyBone, Rotation), Node.Rotation);
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}
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else if (InPin->GetName() == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ModifyBone, Scale))
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{
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GetDefaultValue(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ModifyBone, Scale), Node.Scale);
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}
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*/
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}
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#undef LOCTEXT_NAMESPACE
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