Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
jurre debaare fab69e6d08 Ported project specific scriptability UFunctions to Engine:
- SetPreviewSkeletalMesh to UAnimationAsset and UAnimBlueprint
- Functionality to retrieve UAnimationGraphs and UAnimationGraphNodes of a specific class from UAnimBlueprint and UAnimationGraph respectively
- Functionality for pose driver/asset scripting

#jira UE-117797
#rb Thomas.Sarkanen
#preflight 60d075e32ab218000115936a
#preflight 60d1a3eaa819040001397a52

#ROBOMERGE-SOURCE: CL 16741838 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16741845 by jurre debaare in ue5-release-engine-test branch]
2021-06-22 08:26:20 -04:00

34 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraph.h"
#include "Animation/AnimClassInterface.h"
#include "AnimGraphNode_Base.h"
#include "AnimationGraph.generated.h"
class UEdGraphPin;
/** Delegate fired when a pin's default value is changed */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPinDefaultValueChanged, UEdGraphPin* /*InPinThatChanged*/)
UCLASS(BlueprintType)
class ANIMGRAPH_API UAnimationGraph : public UEdGraph
{
GENERATED_UCLASS_BODY()
/** Delegate fired when a pin's default value is changed */
FOnPinDefaultValueChanged OnPinDefaultValueChanged;
/** Blending options for animation graphs in Linked Animation Blueprints. */
UPROPERTY(EditAnywhere, Category = GraphBlending, meta = (ShowOnlyInnerProperties))
FAnimGraphBlendOptions BlendOptions;
/** Returns contained graph nodes of the specified (or child) class */
UFUNCTION(BlueprintCallable, Category=AnimationGraph)
void GetGraphNodesOfClass(TSubclassOf<UAnimGraphNode_Base> NodeClass, TArray<UAnimGraphNode_Base*>& GraphNodes, bool bIncludeChildClasses = true);
};