Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_PoseBlendNode.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

54 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_PoseHandler.h"
#include "AnimNodes/AnimNode_PoseBlendNode.h"
#include "AnimGraphNode_PoseBlendNode.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_PoseBlendNode : public UAnimGraphNode_PoseHandler
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_PoseBlendNode Node;
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FText GetMenuCategory() const override;
// End of UEdGraphNode
// UAnimGraphNode_Base interface
// Interface to support transition getter
virtual bool DoesSupportTimeForTransitionGetter() 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
// UK2Node interface
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
// End of UK2Node interface
private:
FText GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const;
private:
static FText GetTitleGivenAssetInfo(const FText& AssetName);
/** Used for filtering in the Blueprint context menu when the pose asset this node uses is unloaded */
FString UnloadedSkeletonName;
protected:
virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
};