Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendSpaceBase.h
koray hagen 26af906499 Graph-driven pose warping, with root motion delta flow:
1) Root motion delta flow supported through all anim nodes deriving from FAnimNode_AssetPlayerBase and montages.
2) Stride/Orientation warping feature graph-driven evaluation modes which leverage root motion delta flow (graph-driven slope warping currently disabled).
3) Root motion flow connected to the Animation Warping plugin.
4) Pose Warping test map featuring various motion "styles" connected to pose warping (Motion Matching, Blend Space Graphs/Assets, Sequence Players, Evaluators).

#preflight 6092380a58c4790001a3e9b6
#rb aaron.cox, braeden.shosa, thomas.sarkanen
#jira none
#fyi laurent.delayen

[CL 16208667 by koray hagen in ue5-main branch]
2021-05-05 12:18:35 -04:00

34 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "Animation/BlendSpace.h"
#include "AnimGraphNode_BlendSpaceBase.generated.h"
UCLASS(Abstract, MinimalAPI)
class UAnimGraphNode_BlendSpaceBase : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
// UEdGraphNode interface
ANIMGRAPH_API virtual FLinearColor GetNodeTitleColor() const override;
ANIMGRAPH_API virtual FText GetMenuCategory() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
ANIMGRAPH_API virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
ANIMGRAPH_API virtual void PreloadRequiredAssets() override;
ANIMGRAPH_API virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const override;
ANIMGRAPH_API virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const;
// End of UAnimGraphNode_Base interface
protected:
UBlendSpace* GetBlendSpace() const { return Cast<UBlendSpace>(GetAnimationAsset()); }
/** Util to determine is an asset class is an aim offset */
static bool IsAimOffsetBlendSpace(const UClass* BlendSpaceClass);
};