Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

50 lines
1.5 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimNodeBase.h"
#include "Animation/InputScaleBias.h"
#include "AnimNode_RotateRootBone.generated.h"
//@TODO: Comment
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_RotateRootBone : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink BasePose;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
float Pitch;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
float Yaw;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
FInputScaleBiasClamp PitchScaleBiasClamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
FInputScaleBiasClamp YawScaleBiasClamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
FRotator MeshToComponent;
float ActualPitch;
float ActualYaw;
public:
FAnimNode_RotateRootBone();
// FAnimNode_Base interface
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
virtual void Evaluate_AnyThread(FPoseContext& Output) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};