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+ UMirrorDataTable stores the bones / notifies / curves to mirror * Generates table based on FMirrorFindReplaceExpression in project settings * Can be used in any Animation Blueprint with a compatible skeleton * Support for self mirroring * Shared mirror axis + Project Settings for Mirroring Find & Replace Strings + FMirrorFindReplaceExpression * Find the mirrored name based on a prefix, suffix, or regular expression match + FAnimNode_Mirror * Inertialization support for blending between mirroring / unmirrored states over a configurable duration * Support for different MirrorDataTables (to support partial / full body mirroring) + Deprecated old mirroring system (FBoneMirrorExport) in SkeletalMesh #rb Thomas.Sarkanen [CL 15580895 by timothy daoust in ue5-main branch]
42 lines
1.6 KiB
C++
42 lines
1.6 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 "AnimGraphNode_Base.h"
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#include "AnimNodes/AnimNode_Mirror.h"
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#include "AnimGraphNode_Mirror.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_Mirror : public UAnimGraphNode_Base
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_Mirror Node;
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetMenuCategory() const override;
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virtual void PostPlacedNewNode() override;
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virtual void PostLoad() override;
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virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
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virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
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virtual void PreEditChange(FProperty* PropertyThatWillChange) override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
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private:
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static FText GetTitleGivenAssetInfo(const FText& AssetName);
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void OnMirrorDataTableChanged();
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void BindMirrorDataTableChangedDelegate();
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/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
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FString UnloadedSkeletonName;
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};
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