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

65 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Animation/AnimNode_SequencePlayer.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimGraphNode_SequencePlayer.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SequencePlayer Node;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetMenuCategory() const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
virtual bool DoesSupportTimeForTransitionGetter() const override;
virtual UAnimationAsset* GetAnimationAsset() const override;
virtual const TCHAR* GetTimePropertyName() const override;
virtual UScriptStruct* GetTimePropertyStruct() const override;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
// End of UAnimGraphNode_Base interface
// UK2Node interface
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
// End of UK2Node interface
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
private:
static FText GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive);
FText GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const;
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
FString UnloadedSkeletonName;
};