Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_AssetPlayerBase.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

33 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimationAsset.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_AssetPlayerBase.generated.h"
/** Get the default anim node class for playing a particular asset */
ANIMGRAPH_API UClass* GetNodeClassForAsset(const UClass* AssetClass);
/** See if a particular anim NodeClass can play a particular anim AssetClass */
ANIMGRAPH_API bool SupportNodeClassForAsset(const UClass* AssetClass, UClass* NodeClass);
/** Helper / intermediate for asset player graphical nodes */
UCLASS(Abstract, MinimalAPI)
class UAnimGraphNode_AssetPlayerBase : public UAnimGraphNode_Base
{
GENERATED_BODY()
public:
// Sync group settings for this player. Sync groups keep related animations with different lengths synchronized.
UPROPERTY(EditAnywhere, Category = Settings)
FAnimationGroupReference SyncGroup;
/** UEdGraphNode interface */
ANIMGRAPH_API virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
ANIMGRAPH_API virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual void SetAnimationAsset(UAnimationAsset* Asset) { check(false); /*Base function called*/ }
};