Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Sync.h
Jurre deBaare d498271275 UStruct property default initializations
//UE5/Main - UE.EditorAutomation(RunTest=Editor) Win64 - Uninitialized script struct members found AnimGraphAttributes.h and other anim files
#jira UE-110793

//UE5/Main - UE.EditorAutomation(RunTest=Editor) Win64 - Uninitialized script struct members found DataSourceFiltering.h
#jira UE-110804

Fix BlendSpace errors in ShooterGame
#jira UE-111352

#rb Thomas.Sarkanen

[CL 15758350 by Jurre deBaare in ue5-main branch]
2021-03-22 07:53:36 -04:00

40 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNodeBase.h"
#include "Animation/AnimSync.h"
#include "AnimNode_Sync.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_Sync : public FAnimNode_Base
{
GENERATED_BODY()
friend class UAnimGraphNode_Sync;
public:
// Get the group name that we synchronize with
FName GetGroupName() const { return GroupName; }
private:
UPROPERTY(EditAnywhere, Category = Links)
FPoseLink Source;
// The group name that we synchronize with. All nodes employing sync beyond this in the anim graph will implicitly use this sync group.
UPROPERTY(EditAnywhere, Category = Settings)
FName GroupName;
// The role this player can assume within the group
UPROPERTY(EditAnywhere, Category = Settings)
TEnumAsByte<EAnimGroupRole::Type> GroupRole = EAnimGroupRole::CanBeLeader;
private:
// FAnimNode_Base
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
virtual void Evaluate_AnyThread(FPoseContext& Output) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
};