Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
thomas sarkanen e9cdd12510 Fixed ensure when expanding asset override tree for anim BPs that contain pose handlers
#rb Jurre.deBaare
#preflight 627d27d84a05ef0394cc3ebb

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20178510 via CL 20181518 via CL 20181734 via CL 20181818 via CL 20181861
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20183656 by thomas sarkanen in ue5-main branch]
2022-05-13 13:24:41 -04:00

35 lines
1.4 KiB
C++

// Copyright 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;
virtual TSubclassOf<UAnimationAsset> GetAnimationAssetClass() const override;
virtual void OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) 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
};