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43 lines
1.8 KiB
C++
43 lines
1.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_ObserveBone.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
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#include "AnimGraphNode_ObserveBone.generated.h"
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// This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose
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UCLASS()
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class ANIMGRAPH_API UAnimGraphNode_ObserveBone : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_ObserveBone Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual TSharedPtr<SGraphNode> CreateVisualWidget() override;
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virtual FLinearColor GetNodeTitleColor() const override;
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// End of UEdGraphNode interface
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protected:
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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// End of UAnimGraphNode_Base interface
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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virtual int32 GetWidgetCoordinateSystem(const USkeletalMeshComponent* SkelComp) override;
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virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) override;
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virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp) override;
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virtual FName FindSelectedBone() override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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};
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