Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimNodeReference.h
thomas sarkanen d708b24c66 Anim node references
Added the abiity to tag and retrieve any anim graph node (similar to how we could reference linked anim graph nodes previously).
Ported linked anim graph nodes to use the new system
Added the ability to reference any anim graph node by tag (via a new custom node, spawnable from the context menu, with the appearance of an actor reference in a level blueprint)
Added tag display and editing in the bottom-right of anim graph nodes
Added new override point to SGraphNodeK2Var to allow for title widget parameters to be overriden by child classes

#jira UE-126286 - Anim node functions: Add anim node references
#rb Jurre.deBaare

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 17472894 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17472913 by thomas sarkanen in ue5-release-engine-test branch]
2021-09-09 11:42:21 -04:00

39 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "K2Node.h"
#include "AnimGraphNode_Base.h"
#include "K2Node_AnimNodeReference.generated.h"
UCLASS()
class ANIMGRAPH_API UK2Node_AnimNodeReference : public UK2Node
{
public:
GENERATED_BODY()
// Get the text used for the node's label
FText GetLabelText() const;
private:
/** The node tag we reference */
UPROPERTY()
FName Tag;
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void AddSearchMetaDataInfo(TArray<FSearchTagDataPair>& OutTaggedMetaData) const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override;
// UK2Node interface
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual bool IsNodePure() const override { return true; }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
virtual FText GetMenuCategory() const override;
virtual bool DrawNodeAsVariable() const override { return true; }
virtual FText GetTooltipText() const override;
};