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