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- Revert change to AnimGraph.Build.cs - Introduce new abstract interface for Physics Assert Render functions called from the AnimGraph module [REVIEW] [at]Thomas.Sarkanen #ROBOMERGE-OWNER: marc.audy #ROBOMERGE-AUTHOR: nick.brett #ROBOMERGE-SOURCE: CL 19336821 via CL 19337203 via CL 19337471 via CL 19337507 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348771 by nick brett in ue5-main branch]
42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_RigidBody.h"
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#include "AnimGraphNode_RigidBody.generated.h"
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UCLASS(MinimalAPI, meta=(Keywords = "Simulate Rigid Body Physics Ragdoll"))
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class UAnimGraphNode_RigidBody : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_RigidBody Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base
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virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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void ToggleBodyVisibility();
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void ToggleConstraintVisibility();
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
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// End of UAnimGraphNode_SkeletalControlBase interface
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bool AreAnyBodiesHidden() const;
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bool AreAnyConstraintsHidden() const;
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};
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