Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
aurel cordonnier a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00

53 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
#include "AnimGraphNode_SequenceEvaluator.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_SequenceEvaluator : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SequenceEvaluator Node;
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
virtual FText GetMenuCategory() const override;
// End of UEdGraphNode
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
// Interface to support transition getter
virtual bool DoesSupportTimeForTransitionGetter() const override;
virtual UAnimationAsset* GetAnimationAsset() const override;
virtual const TCHAR* GetTimePropertyName() const override;
virtual UScriptStruct* GetTimePropertyStruct() 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 OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const override;
virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
// End of UAnimGraphNode_Base
// UK2Node interface
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
};