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- SetPreviewSkeletalMesh to UAnimationAsset and UAnimBlueprint - Functionality to retrieve UAnimationGraphs and UAnimationGraphNodes of a specific class from UAnimBlueprint and UAnimationGraph respectively - Functionality for pose driver/asset scripting #jira UE-117797 #rb Thomas.Sarkanen #preflight 60d075e32ab218000115936a #preflight 60d1a3eaa819040001397a52 #ROBOMERGE-SOURCE: CL 16741838 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16741845 by jurre debaare in ue5-release-engine-test branch]
32 lines
904 B
C++
32 lines
904 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimationGraph.h"
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#define LOCTEXT_NAMESPACE "AnimationGraph"
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/////////////////////////////////////////////////////
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// UAnimationGraph
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UAnimationGraph::UAnimationGraph(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimationGraph::GetGraphNodesOfClass(TSubclassOf<UAnimGraphNode_Base> NodeClass, TArray<UAnimGraphNode_Base*>& GraphNodes, bool bIncludeChildClasses /*= true*/)
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{
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for (int32 NodeIndex = 0; NodeIndex < Nodes.Num(); ++NodeIndex)
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{
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UEdGraphNode* Node = Nodes[NodeIndex];
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if (UAnimGraphNode_Base* TypedNode = Cast<UAnimGraphNode_Base>(Node))
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{
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UClass* TypedNodeClass = TypedNode->GetClass();
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if (TypedNodeClass == NodeClass || (bIncludeChildClasses && TypedNode->GetClass()->IsChildOf(NodeClass)))
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{
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GraphNodes.Add(TypedNode);
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}
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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