Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.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

36 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimationAsset.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_AssetPlayerBase.generated.h"
/** Get the default anim node class for playing a particular asset */
ANIMGRAPH_API UClass* GetNodeClassForAsset(const UClass* AssetClass);
/** See if a particular anim NodeClass can play a particular anim AssetClass */
ANIMGRAPH_API bool SupportNodeClassForAsset(const UClass* AssetClass, UClass* NodeClass);
/** Helper / intermediate for asset player graphical nodes */
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_AssetPlayerBase : public UAnimGraphNode_Base
{
GENERATED_BODY()
public:
// Sync group settings for this player. Sync groups keep related animations with different lengths synchronized.
UPROPERTY(EditAnywhere, Category = Settings)
FAnimationGroupReference SyncGroup;
/** UEdGraphNode interface */
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
/** UAnimGraphNode_Base interface */
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void SetAnimationAsset(UAnimationAsset* Asset) { check(false); /*Base function called*/ }
};