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* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds [CL 26082288 by henrik karlsson in 5.3 branch]
39 lines
1.3 KiB
C
39 lines
1.3 KiB
C
// Copyright 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/AnimNodeBase.h"
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#include "AnimNode_MakeDynamicAdditive.generated.h"
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_MakeDynamicAdditive : public FAnimNode_Base
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{
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GENERATED_USTRUCT_BODY()
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// Reference pose for additive delta calculation
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink Base;
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// Pose to make additive
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink Additive;
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// Do additive delta calculation in mesh space
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
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bool bMeshSpaceAdditive;
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public:
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ANIMGRAPHRUNTIME_API FAnimNode_MakeDynamicAdditive();
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// FAnimNode_Base interface
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ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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};
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