Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_Trail.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

49 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_Trail.h"
#include "AnimGraphNode_Trail.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_Trail : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_Trail Node;
public:
// UObject interface
virtual void PostLoad() override;
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UEdGraphNode Interface.
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const override;
// End of UAnimGraphNode_SkeletalControlBase interface
//~ Begin UAnimGraphNode_Base Interface
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
virtual void OnNodeSelected(bool bInIsSelected, class FEditorModeTools& InModeTools, struct FAnimNode_Base* InRuntimeNode);
//~ End UAnimGraphNode_Base Interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
void DrawAngularLimits(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp, const FAnimNode_Trail& NodeToVisualize, const TArray<FName>& TrailBoneList) const;
};