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Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none #trivial [CL 14823295 by halfdan ingvarsson in ue5-main branch]
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// Copyright Epic Games, Inc. All Rights Reserved.
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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 "Engine/TargetPoint.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_TwoBoneIK.h"
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#include "AnimGraphNode_TwoBoneIK.generated.h"
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// actor class used for bone selector
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#define ABoneSelectActor ATargetPoint
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class FTwoBoneIKDelegate;
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class IDetailLayoutBuilder;
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UCLASS(MinimalAPI)
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class UAnimGraphNode_TwoBoneIK : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_TwoBoneIK Node;
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/** Enable drawing of the debug information of the node */
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UPROPERTY(EditAnywhere, Category=Debug)
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bool bEnableDebugDraw;
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// just for refreshing UIs when bone space was changed
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static TSharedPtr<class FTwoBoneIKDelegate> TwoBoneIKDelegate;
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public:
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// UObject interface
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) override;
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virtual FEditorModeID GetEditorMode() const;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
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virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override;
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// End of UAnimGraphNode_Base interface
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// UAnimGraphNode_SkeletalControlBase interface
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virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
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// End of UAnimGraphNode_SkeletalControlBase interface
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IDetailLayoutBuilder* DetailLayout;
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
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virtual FText GetControllerDescription() const override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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