// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimGraphNode_SkeletalControlBase.h" #include "Animation/BoneControllers/AnimNode_BoneDrivenController.h" #include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable #include "AnimGraphNode_BoneDrivenController.generated.h" UCLASS(MinimalAPI) class UAnimGraphNode_BoneDrivenController : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category = Settings) FAnimNode_BoneDrivenController Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; //virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; ////////////////////////////////////////////////////////////////////////// // UAnimGraphNode_SkeletalControlBase interface ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override; ////////////////////////////////////////////////////////////////////////// protected: // UAnimGraphNode_SkeletalControlBase interface virtual FText GetControllerDescription() const override; ////////////////////////////////////////////////////////////////////////// private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTitleTextTable CachedNodeTitles; };