Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_LayeredBoneBlend.h
lina halper 91e83082d0 Layer node initialization fix
#rb: Martin.Wilson
#jira: FORT-113893


#ROBOMERGE-SOURCE: CL 5768200 via CL 5768201 via CL 5768840 via CL 5770648

[CL 5770764 by lina halper in Main branch]
2019-04-05 19:59:44 -04:00

44 lines
1.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_BlendListBase.h"
#include "AnimNodes/AnimNode_LayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_LayeredBoneBlend : public UAnimGraphNode_BlendListBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_LayeredBoneBlend Node;
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
// Adds a new pose pin
//@TODO: Generalize this behavior (returning a list of actions/delegates maybe?)
ANIMGRAPH_API virtual void AddPinToBlendByFilter();
ANIMGRAPH_API virtual void RemovePinFromBlendByFilter(UEdGraphPin* Pin);
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
// End of UK2Node interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
// Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
// End of UAnimGraphNode_Base interface
};