Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SequencePlayer.h
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

64 lines
2.9 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Animation/AnimNode_SequencePlayer.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimGraphNode_SequencePlayer.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SequencePlayer Node;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetMenuCategory() const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
virtual bool DoesSupportTimeForTransitionGetter() const override;
virtual UAnimationAsset* GetAnimationAsset() const override;
virtual const TCHAR* GetTimePropertyName() const override;
virtual UScriptStruct* GetTimePropertyStruct() const override;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
// End of UAnimGraphNode_Base interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
// End of UK2Node interface
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
private:
static FText GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive);
FText GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const;
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
FString UnloadedSkeletonName;
};