Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

42 lines
1.4 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimTypes.h"
#include "Animation/AnimNodeBase.h"
#include "AnimNode_Slot.generated.h"
// An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from
// game code can cause an animation to blend in and be played on the slot temporarily, overriding the
// Source input.
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_Slot : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
// The source input, passed thru to the output unless a montage or slot animation is currently playing
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink Source;
// The name of this slot, exposed to gameplay code, etc...
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(CustomizeProperty))
FName SlotName;
protected:
FSlotNodeWeightInfo WeightData;
FGraphTraversalCounter SlotNodeInitializationCounter;
public:
FAnimNode_Slot();
// FAnimNode_Base interface
virtual void Initialize(const FAnimationInitializeContext& Context) override;
virtual void CacheBones(const FAnimationCacheBonesContext& Context) override;
virtual void Update(const FAnimationUpdateContext& Context) override;
virtual void Evaluate(FPoseContext& Output) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};