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