Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintExtension_CallFunction.h
aurel cordonnier 34f55d3a4a Merge from Release-Engine-Test @ 17946149 to UE5/Main
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17949667 by aurel cordonnier in ue5-main branch]
2021-10-27 15:14:40 -04:00

31 lines
988 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AnimBlueprintExtension.h"
#include "AnimBlueprintExtension_CallFunction.generated.h"
class UAnimGraphNode_Base;
UCLASS()
class UAnimBlueprintExtension_CallFunction : public UAnimBlueprintExtension
{
GENERATED_BODY()
public:
virtual void HandleStartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
// Add a custom event name for the specified node
FName AddCustomEventName(UAnimGraphNode_Base* InNode);
// Find the custom event name for the specified node. @return NAME_None if the node was not found
FName FindCustomEventName(UAnimGraphNode_Base* InNode) const;
private:
// Counter to allow us to create unique stub function names
int32 Counter = 0;
// Set of used custom event names per-node
TMap<UAnimGraphNode_Base*, FName> CustomEventNames;
};