Files
UnrealEngineUWP/Engine/Plugins/Animation/ControlRig/Source/ControlRigDeveloper/Public/ControlRigBlueprintUtils.h
Helge Mathee b31b4c33c6 Control Rig - Moving out of experimental
#jira UE-114826
#rb na

Changing Control Rig plugin directory from

Engine/Plugins/Experimental/ControlRig

to

Engine/Plugins/Animation/ControlRig

[CL 16658308 by Helge Mathee in ue5-main branch]
2021-06-14 10:27:38 -04:00

30 lines
918 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "EdGraph/EdGraphPin.h"
class UStruct;
class UBlueprint;
class UControlRigGraphNode;
class UEdGraph;
class UEdGraphPin;
struct CONTROLRIGDEVELOPER_API FControlRigBlueprintUtils
{
/** Call a function for each valid rig unit struct */
static void ForAllRigUnits(TFunction<void(UScriptStruct*)> InFunction);
/** Handle blueprint node reconstruction */
static void HandleReconstructAllNodes(UBlueprint* InBlueprint);
/** Handle blueprint node refresh */
static void HandleRefreshAllNodes(UBlueprint* InBlueprint);
/** remove the variable if not used by anybody else but ToBeDeleted*/
static void RemoveMemberVariableIfNotUsed(UBlueprint* Blueprint, const FName VarName, UControlRigGraphNode* ToBeDeleted);
static FName ValidateName(UBlueprint* InBlueprint, const FString& InName);
};