Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_PoseDriver.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

76 lines
2.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimNodes/AnimNode_PoseDriver.h"
#include "AnimGraphNode_PoseHandler.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_PoseDriver.generated.h"
class FCompilerResultsLog;
UCLASS(Experimental)
class ANIMGRAPH_API UAnimGraphNode_PoseDriver : public UAnimGraphNode_PoseHandler
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_PoseDriver Node;
/** Used to indicate selected target to edit mode drawing */
int32 SelectedTargetIndex;
/** Delegate to call when selection changes */
FSimpleMulticastDelegate SelectedTargetChangeDelegate;
public:
/** Get the current preview node instance */
FAnimNode_PoseDriver* GetPreviewPoseDriverNode() const;
/** Util to replace current contents of PoseTargets with info from assigned PoseAsset */
void CopyTargetsFromPoseAsset();
/** Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor */
void AutoSetTargetScales(float& OutMaxDistance);
/** Adds a new target, reallocating transforms array appropriately */
void AddNewTarget();
/** Reallocates transforms arrays as necessary to accommodate source bones */
void ReserveTargetTransforms();
/** Used to refer back to preview instance in anim tools */
UPROPERTY(Transient)
USkeletalMeshComponent* LastPreviewComponent;
// Begin UObject Interface.
virtual void PostLoad() override;
virtual void Serialize(FArchive& Ar) override;
// End UObject Interface.
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FText GetMenuCategory() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual FEditorModeID GetEditorMode() const override;
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
// End of UAnimGraphNode_Base interface
protected:
// UAnimGraphNode_PoseHandler interface
virtual bool IsPoseAssetRequired() { return false; }
virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
// End of UAnimGraphNode_PoseHandler interface
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};