Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

53 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptInterface.h"
#include "Animation/AnimNodeBase.h"
#include "Animation/CurveSourceInterface.h"
#include "AnimNode_CurveSource.generated.h"
class UAnimInstance;
/** Supply curves from some external source (e.g. audio) */
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_CurveSource : public FAnimNode_Base
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
FPoseLink SourcePose;
/**
* The binding of the curve source we want to bind to.
* We will bind to an object that implements ICurveSourceInterface. First we check
* the actor that owns this (if any), then we check each of its components to see if we should
* bind to the source that matches this name.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurveSource, meta = (PinHiddenByDefault))
FName SourceBinding;
/** How much we wan to blend the curve in by */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurveSource, meta = (PinShownByDefault))
float Alpha;
/** Our bound source */
UPROPERTY(Transient)
TScriptInterface<ICurveSourceInterface> CurveSource;
FAnimNode_CurveSource();
// FAnimNode_Base interface
virtual bool HasPreUpdate() const override { return true; }
virtual void PreUpdate(const UAnimInstance* InAnimInstance) override;
virtual void Evaluate_AnyThread(FPoseContext& Output) override;
virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};