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50 lines
1.6 KiB
C++
50 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 "UObject/ScriptInterface.h"
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#include "Animation/AnimNodeBase.h"
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#include "Animation/CurveSourceInterface.h"
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#include "AnimNode_CurveSource.generated.h"
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class UAnimInstance;
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/** Supply curves from some external source (e.g. audio) */
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USTRUCT()
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struct ANIMGRAPHRUNTIME_API FAnimNode_CurveSource : public FAnimNode_Base
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
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FPoseLink SourcePose;
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/**
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* The binding of the curve source we want to bind to.
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* We will bind to an object that implements ICurveSourceInterface. First we check
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* the actor that owns this (if any), then we check each of its components to see if we should
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* bind to the source that matches this name.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurveSource, meta = (PinHiddenByDefault))
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FName SourceBinding;
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/** How much we wan to blend the curve in by */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurveSource, meta = (PinShownByDefault))
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float Alpha;
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/** Our bound source */
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UPROPERTY(Transient)
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TScriptInterface<ICurveSourceInterface> CurveSource;
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FAnimNode_CurveSource();
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// FAnimNode_Base interface
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virtual bool HasPreUpdate() const override { return true; }
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virtual void PreUpdate(const UAnimInstance* InAnimInstance) override;
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virtual void Evaluate(FPoseContext& Output) override;
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virtual void Update(const FAnimationUpdateContext& Context) override;
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// End of FAnimNode_Base interface
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};
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