Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SequencePlayer.h
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

46 lines
2.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_SequencePlayer.h"
#include "AnimGraphNode_SequencePlayer.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SequencePlayer Node;
// Sync group settings for this player. Sync groups keep related animations with different lengths synchronized.
UPROPERTY(EditAnywhere, Category=Settings)
FAnimationGroupReference SyncGroup;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
virtual bool DoesSupportTimeForTransitionGetter() const override;
virtual UAnimationAsset* GetAnimationAsset() const override;
virtual const TCHAR* GetTimePropertyName() const override;
virtual UScriptStruct* GetTimePropertyStruct() const override;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap) override;
// End of UAnimGraphNode_Base interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
// End of UK2Node interface
private:
static FText GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive);
};