Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/EditModes/LookAtEditMode.cpp
michael daum 7c6d7b3ab2 Drastically reduce the number of targets depending on UnrealWidget.h
#rb lauren.barnes

[CL 14266936 by michael daum in ue5-main branch]
2020-09-07 20:36:09 -04:00

44 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditModes/LookAtEditMode.h"
#include "AnimGraphNode_LookAt.h"
#include "IPersonaPreviewScene.h"
#include "Animation/DebugSkelMeshComponent.h"
void FLookAtEditMode::EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode)
{
RuntimeNode = static_cast<FAnimNode_LookAt*>(InRuntimeNode);
GraphNode = CastChecked<UAnimGraphNode_LookAt>(InEditorNode);
FAnimNodeEditMode::EnterMode(InEditorNode, InRuntimeNode);
}
void FLookAtEditMode::ExitMode()
{
RuntimeNode = nullptr;
GraphNode = nullptr;
FAnimNodeEditMode::ExitMode();
}
FVector FLookAtEditMode::GetWidgetLocation() const
{
USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
return GraphNode->Node.GetCachedTargetLocation();
}
UE::Widget::EWidgetMode FLookAtEditMode::GetWidgetMode() const
{
return UE::Widget::WM_Translate;
}
FName FLookAtEditMode::GetSelectedBone() const
{
return GraphNode->Node.BoneToModify.BoneName;
}
// @todo: will support this since now we have LookAtLocation
void FLookAtEditMode::DoTranslation(FVector& InTranslation)
{
}