Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
thomas sarkanen 8871edd2dc Fixed being unable to override aim offset assets
A previous refactor missed this file

#jira UE-139706 - Cannot override aim offset assets in child anim BPs
#rb Jurre.deBaare
#preflight 61e9697bcc5594132e0c667c

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18673866 in //UE5/Release-5.0/... via CL 18674084 via CL 18674138
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v902-18672795)

[CL 18679653 by thomas sarkanen in ue5-main branch]
2022-01-20 15:18:46 -05:00

53 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BlueprintNodeSignature.h"
#include "AnimGraphNode_BlendSpaceBase.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimNodes/AnimNode_RotationOffsetBlendSpace.h"
#include "AnimGraphNode_RotationOffsetBlendSpace.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_RotationOffsetBlendSpace: public UAnimGraphNode_BlendSpaceBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_RotationOffsetBlendSpace Node;
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual UAnimationAsset* GetAnimationAsset() const override;
virtual void OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const override;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// End of UAnimGraphNode_Base interface
// UK2Node interface
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FBlueprintNodeSignature GetSignature() const override;
// End of UK2Node interface
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};