2018-12-14 13:41:00 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2018-09-25 10:11:35 -04:00
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "BoneContainer.h"
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#include "BonePose.h"
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#include "BoneControllers/AnimNode_SkeletalControlBase.h"
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#include "AnimNode_ResetRoot.generated.h"
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USTRUCT(BlueprintInternalUseOnly)
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struct ANIMGRAPHRUNTIME_API FAnimNode_ResetRoot : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY();
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FAnimNode_ResetRoot();
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TArray<FCompactPoseBoneIndex> RootChildren;
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// FAnimNode_Base interface
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
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// End of FAnimNode_Base interface
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// FAnimNode_SkeletalControlBase interface
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virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
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virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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private:
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// FAnimNode_SkeletalControlBase interface
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virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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};
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