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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_StateResult.h"
#include "AnimGraphNode_StateResult.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_StateResult : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_StateResult Node;
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
//~ Begin UEdGraphNode Interface.
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool CanUserDeleteNode() const override { return false; }
virtual bool CanDuplicateNode() const override { return false; }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsNodeRootSet() const override { return true; }
//~ End UEdGraphNode Interface.
//~ Begin UAnimGraphNode_Base Interface
virtual bool IsSinkNode() const override;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const override;
virtual void GetBoundFunctionsInfo(TArray<TPair<FName, FName>>& InOutBindingsInfo) override;
// UK2Node interface
virtual bool ReferencesFunction(const FName& InFunctionName, const UStruct* InScope) const override;
// Get the link to the documentation
virtual FString GetDocumentationLink() const override;
//~ End UAnimGraphNode_Base Interface
/** Function called when the owning state is entered, meaning it becomes the state machine's current state. */
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateEntry"), DisplayName="On State Entry")
FMemberReference StateEntryFunction;
/** Function called when the owning state is fully blended in.
*
* Notes:
* - This is only called for the state machine's current state since its the most recent transition's target state.
* - This will not be called if the state is skipped. This can happen when the flag bSkipFirstUpdateTransition on the state machine node is set to true.
*/
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateFullyBlendedIn"), DisplayName="On State Fully Blended In")
FMemberReference StateFullyBlendedInFunction;
/** Function called when the owning state is exited, meaning it stops being the state machine's current state.
*
* Notes:
* - This will not be called if the state machine node loses relevancy. Please use "On State Interrupt" for that case.
*/
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateExit"), DisplayName="On State Exit")
FMemberReference StateExitFunction;
/** Function called when the owning state is fully blended out.
*
* Notes:
* - This will be called for any states that had weight.
* - This will not be called if the state is skipped. This can happen when the flag bSkipFirstUpdateTransition on the state machine node is set to true.
* - This will not be called if the state machine node loses relevancy. Please use "On State Interrupt" for that case.
*/
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateFullyBlendedOut"), DisplayName="On State Fully Blended Out")
FMemberReference StateFullyBlendedOutFunction;
};