Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SequenceEvaluator.h
Lina Halper bb3cbeb9d2 #ANIM: Moving available animnodes to AnimGraphRuntime module
[CL 2629295 by Lina Halper in Main branch]
2015-07-22 14:37:24 -04:00

44 lines
1.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "AnimGraphNode_SequenceEvaluator.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SequenceEvaluator : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SequenceEvaluator Node;
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
// Interface to support transition getter
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*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap) override;
// End of UAnimGraphNode_Base
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};