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