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Titles & icons tweaked to emphasise the linked content, not the type of the node. Also fixes bounding box init issue when spawning new input pose nodes in linked anim graphs Added the ability to override the tag checked when vierufying skeleton compatibility by FAssetData. This allows anim BPs to use the functionality as they have a "TargetSkeleton" tag vs. other assets with a "Skeleton" tag. #rb Jurre.deBaare [CL 16434383 by Thomas Sarkanen in ue5-main branch]
44 lines
1.5 KiB
C++
44 lines
1.5 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 "Misc/Guid.h"
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#include "AnimGraphNode_LinkedAnimGraphBase.h"
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#include "Animation/AnimNode_LinkedAnimGraph.h"
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#include "AnimGraphNode_LinkedAnimGraph.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_LinkedAnimGraph : public UAnimGraphNode_LinkedAnimGraphBase
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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_LinkedAnimGraph Node;
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// Begin UEdGraphNode
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virtual void PostPasteNode();
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// Begin UK2Node
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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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// Begin UAnimGraphNode_CustomProperty
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virtual FAnimNode_CustomProperty* GetCustomPropertyNode() override { return &Node; }
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virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const override { return &Node; }
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// Begin UAnimGraphNode_LinkedAnimGraphBase
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virtual FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() override { return &Node; }
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virtual const FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() const override { return &Node; }
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private:
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// Setup the node from a specified anim BP
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void SetupFromAsset(const FAssetData& InAssetData, bool bInIsTemplateNode);
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};
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UE_DEPRECATED(4.24, "UAnimGraphNode_SubInstance has been renamed to UAnimGraphNode_LinkedAnimGraph")
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typedef UAnimGraphNode_LinkedAnimGraph UAnimGraphNode_SubInstance; |