Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_PoseHandler.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 "AnimGraphNode_AssetPlayerBase.h"
#include "AnimGraphNode_PoseHandler.generated.h"
struct FAnimNode_PoseHandler;
UCLASS(MinimalAPI, abstract)
class UAnimGraphNode_PoseHandler : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
virtual UAnimationAsset* GetAnimationAsset() const override;
// End of UAnimGraphNode_Base
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
// UAnimGraphNode_PoseHandler interface
virtual bool IsPoseAssetRequired() { return true; }
virtual FAnimNode_PoseHandler* GetPoseHandlerNode() PURE_VIRTUAL(UAnimGraphNode_PoseHandler::GetPoseHandlerNode, return nullptr;);
virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const PURE_VIRTUAL(UAnimGraphNode_PoseHandler::GetPoseHandlerNode, return nullptr;);
// End of UAnimGraphNode_PoseHandler interface
};