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- 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]
31 lines
1.1 KiB
C++
31 lines
1.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_WheelHandler.h"
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#include "AnimGraphNode_WheelHandler.generated.h"
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UCLASS(MinimalAPI, meta=(Keywords = "Modify Wheel Vehicle"))
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class UAnimGraphNode_WheelHandler : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_WheelHandler Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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// validate if this is within VehicleAnimInstance
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virtual void ValidateAnimNodePostCompile(class FCompilerResultsLog& MessageLog, class UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex) override;
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virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
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// End of UEdGraphNode interface
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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};
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