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52 lines
1.6 KiB
C
52 lines
1.6 KiB
C
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Animation/AnimNodeBase.h"
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#include "Animation/InputScaleBias.h"
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#include "AnimNode_ApplyAdditive.generated.h"
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USTRUCT()
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struct ANIMGRAPHRUNTIME_API FAnimNode_ApplyAdditive : public FAnimNode_Base
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink Base;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink Additive;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
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mutable float Alpha;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
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FInputScaleBias AlphaScaleBias;
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/*
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* Max LOD that this node is allowed to run
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* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)
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* when the component LOD becomes 3, it will stop update/evaluate
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* currently transition would be issue and that has to be re-visited
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Performance, meta=(DisplayName="LOD Threshold"))
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int32 LODThreshold;
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UPROPERTY(Transient)
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float ActualAlpha;
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public:
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FAnimNode_ApplyAdditive();
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// FAnimNode_Base interface
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virtual void Initialize(const FAnimationInitializeContext& Context) override;
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virtual void CacheBones(const FAnimationCacheBonesContext& Context) override;
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virtual void Update(const FAnimationUpdateContext& Context) override;
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virtual void Evaluate(FPoseContext& Output) override;
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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};
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