Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
jose villarroel 23f73d1dc7 Added state aliasing for the anim graph state machine.
#review-15715574 @Thomas.Sarkanen, @Aaron.Cox
#preflight 6054c8f5c27ab80001b00547

[CL 15749554 by jose villarroel in ue5-main branch]
2021-03-19 14:32:13 -04:00

65 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimTypes.h"
#include "AnimStateNodeBase.h"
#include "AnimStateAliasNode.generated.h"
class UEdGraph;
class UEdGraphPin;
class UAnimStateNode;
UCLASS(MinimalAPI)
class UAnimStateAliasNode : public UAnimStateNodeBase
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State Alias")
bool bGlobalAlias;
UPROPERTY()
FString StateAliasName;
// UObject
virtual void Serialize(FArchive& Ar) override;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool CanDuplicateNode() const override { return true; }
virtual void OnRenameNode(const FString& NewName) override;
virtual void PostPasteNode() override;
virtual void PostPlacedNewNode() override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End UEdGraphNode Interface
//~ Begin UAnimStateNodeBase Interface
virtual UEdGraphPin* GetInputPin() const override;
virtual UEdGraphPin* GetOutputPin() const override;
virtual FString GetStateName() const override;
virtual FString GetDesiredNewNodeName() const override;
UObject* GetJumpTargetForDoubleClick() const;
//~ End UAnimStateNodeBase Interface
ANIMGRAPH_API const TSet<TWeakObjectPtr<UAnimStateNodeBase>>& GetAliasedStates() const;
ANIMGRAPH_API TSet<TWeakObjectPtr<UAnimStateNodeBase>>& GetAliasedStates();
// Returns null if aliasing more than one state.
ANIMGRAPH_API UAnimStateNodeBase* GetAliasedState() const;
static FName GetAliasedStateNodesPropertyName() { return GET_MEMBER_NAME_CHECKED(UAnimStateAliasNode, AliasedStateNodes); }
private:
void RebuildAliasedStateNodeReferences();
UPROPERTY()
TSet<TWeakObjectPtr<UAnimStateNodeBase>> AliasedStateNodes;
};