Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

43 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimNodes/AnimNode_PoseHandler.h"
#include "AlphaBlend.h"
#include "AnimNode_PoseBlendNode.generated.h"
// Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.
// Typically the playback position of the animation for this node will represent something other than time, like jump height.
// This node will not trigger any notifies present in the associated sequence.
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_PoseBlendNode : public FAnimNode_PoseHandler
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, EditFixedSize, BlueprintReadWrite, Category = Links)
FPoseLink SourcePose;
/** Type of blending used (Linear, Cubic, etc.) */
UPROPERTY(EditAnywhere, Category = "Blend")
EAlphaBlendOption BlendOption;
/** If you're using Custom BlendOption, you can specify curve */
UPROPERTY(EditAnywhere, Category = "Blend")
TObjectPtr<UCurveFloat> CustomCurve;
public:
FAnimNode_PoseBlendNode();
// FAnimNode_Base interface
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override;
virtual void Evaluate_AnyThread(FPoseContext& Output) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};