Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/EditModes/LookAtEditMode.h
thomas sarkanen 9e7c191aca Anim blueprint editor modes now display transform toolbar
Deferred to the active editor modes when determining transform toolbar visibility
Updated existing edit modes to correctly update their available widget modes

#rb Nick.Brett
#preflight 61ba0002590498f205a19fb2

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18467669 via CL 18467672 via CL 18467673 via CL 18468089 via CL 18468141
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18468161 by thomas sarkanen in ue5-release-engine-test branch]
2021-12-15 12:17:40 -05:00

27 lines
919 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UnrealWidgetFwd.h"
#include "AnimNodeEditMode.h"
class FLookAtEditMode : public FAnimNodeEditMode
{
public:
/** IAnimNodeEditMode interface */
virtual void EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode) override;
virtual void ExitMode() override;
virtual FVector GetWidgetLocation() const override;
virtual ECoordSystem GetWidgetCoordinateSystem() const override;
virtual UE::Widget::EWidgetMode GetWidgetMode() const override;
virtual bool UsesTransformWidget(UE::Widget::EWidgetMode InWidgetMode) const override;
virtual FName GetSelectedBone() const override;
virtual void DoTranslation(FVector& InTranslation) override;
virtual bool ShouldDrawWidget() const override;
private:
struct FAnimNode_LookAt* RuntimeNode;
class UAnimGraphNode_LookAt* GraphNode;
};