Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h
Ben Marsh 530369c613 Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 4662695 by Ben Marsh in Dev-Build branch]
2018-12-14 14:49:12 -05:00

36 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimNode_ResetRoot.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_ResetRoot : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY();
FAnimNode_ResetRoot();
TArray<FCompactPoseBoneIndex> RootChildren;
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};