Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_Fabrik.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

37 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_Fabrik.h"
#include "AnimGraphNode_Fabrik.generated.h"
// Editor node for FABRIK IK skeletal controller
UCLASS(MinimalAPI)
class UAnimGraphNode_Fabrik : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_Fabrik Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UAnimGraphNode_SkeletalControlBase interface
ANIMGRAPH_API virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) override;
ANIMGRAPH_API virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp) override;
ANIMGRAPH_API virtual FName FindSelectedBone() override;
ANIMGRAPH_API virtual void DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override;
ANIMGRAPH_API virtual void CopyNodeDataTo(FAnimNode_Base* AnimNode) override;
ANIMGRAPH_API virtual void CopyNodeDataFrom(const FAnimNode_Base* NewAnimNode) override;
// End of UAnimGraphNode_SkeletalControlBase interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
// End of UAnimGraphNode_SkeletalControlBase interface
};