// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimNode_SkeletalControlBase.h" #include "AnimNode_CopyBone.generated.h" /** * Simple controller to copy a bone's transform to another one. */ USTRUCT() struct ANIMGRAPHRUNTIME_API FAnimNode_CopyBone : public FAnimNode_SkeletalControlBase { GENERATED_USTRUCT_BODY() /** Source Bone Name to get transform from */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy) FBoneReference SourceBone; /** Name of bone to control. This is the main bone chain to modify from. **/ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy) FBoneReference TargetBone; /** If Translation should be copied */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault)) bool bCopyTranslation; /** If Rotation should be copied */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault)) bool bCopyRotation; /** If Scale should be copied */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault)) bool bCopyScale; FAnimNode_CopyBone(); // FAnimNode_Base interface virtual void GatherDebugData(FNodeDebugData& DebugData) override; // End of FAnimNode_Base interface // FAnimNode_SkeletalControlBase interface virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose& MeshBases, TArray& OutBoneTransforms) override; virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override; // End of FAnimNode_SkeletalControlBase interface private: // FAnimNode_SkeletalControlBase interface virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override; // End of FAnimNode_SkeletalControlBase interface };