Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
lucas dower 6bce8973c5 Fixed crash when attempting to draw pose-watched anim nodes which use custom edit modes such as 'Two Bone IK' and 'Transform (Modify) Bones'.
* Only nodes which have been setup to have drawable elements should be drawn when pose watched, such as 'RigidBody'.
* Anim nodes with custom edit modes should only draw their widgets when explicitly selected or override IAnimNodeEditMode::SupportsPoseWatch

#jira 165766
#rb thomas.sarkanen
#preflight 63514130047f3570adddd035

[CL 22655755 by lucas dower in ue5-main branch]
2022-10-20 10:42:00 -04:00

52 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UnrealWidgetFwd.h"
#include "AnimationEditMode.h"
class UAnimGraphNode_Base;
struct FAnimNode_Base;
/** Base interface for skeletal control edit modes */
class IAnimNodeEditMode : public FAnimationEditMode
{
public:
/** Returns the coordinate system that should be used for this bone */
virtual ECoordSystem GetWidgetCoordinateSystem() const = 0;
/** @return current widget mode this anim graph node supports */
virtual UE::Widget::EWidgetMode GetWidgetMode() const = 0;
/** Called when the user changed widget mode by pressing "Space" key */
virtual UE::Widget::EWidgetMode ChangeToNextWidgetMode(UE::Widget::EWidgetMode CurWidgetMode) = 0;
/** Called when the user set widget mode directly, returns true if InWidgetMode is available */
virtual bool SetWidgetMode(UE::Widget::EWidgetMode InWidgetMode) = 0;
/** Get the bone that the skeletal control is manipulating */
virtual FName GetSelectedBone() const = 0;
/** Called when the widget is dragged in translation mode */
virtual void DoTranslation(FVector& InTranslation) = 0;
/** Called when the widget is dragged in rotation mode */
virtual void DoRotation(FRotator& InRotation) = 0;
/** Called when the widget is dragged in scale mode */
virtual void DoScale(FVector& InScale) = 0;
/** Called when entering this edit mode */
virtual void EnterMode(UAnimGraphNode_Base* InEditorNode, FAnimNode_Base* InRuntimeNode) = 0;
/** Called when exiting this edit mode */
virtual void ExitMode() = 0;
/** Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched */
virtual bool SupportsPoseWatch() = 0;
/** Called when a Pose Watch is created on a node edited by this edit mode */
virtual void RegisterPoseWatchedNode(UAnimGraphNode_Base* InEditorNode, FAnimNode_Base* InRuntimeNode) = 0;
};