Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h
halfdan ingvarsson 0e50cd24fe Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none
#trivial

[CL 14823295 by halfdan ingvarsson in ue5-main branch]
2020-11-30 16:40:07 -04:00

40 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_SpringBone.h"
#include "AnimGraphNode_SpringBone.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SpringBone : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SpringBone Node;
//~ Begin UObject Interface
virtual void PostLoad();
//~ End UObject Interface
public:
//~ Begin UEdGraphNode Interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
//~ End UEdGraphNode Interface
protected:
//~ Begin UAnimGraphNode_SkeletalControlBase Interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
//~ End UAnimGraphNode_SkeletalControlBase Interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};