Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_CopyBone.h
Michael Noland 7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00

32 lines
972 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_CopyBone.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
#include "AnimGraphNode_CopyBone.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_CopyBone : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_CopyBone Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
// End of UAnimGraphNode_SkeletalControlBase interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};