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Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch]
39 lines
1.4 KiB
C++
39 lines
1.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "Animation/BoneControllers/AnimNode_BoneDrivenController.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
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#include "AnimGraphNode_BoneDrivenController.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_BoneDrivenController : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_BoneDrivenController Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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//virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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//////////////////////////////////////////////////////////////////////////
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// UAnimGraphNode_SkeletalControlBase interface
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ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
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//////////////////////////////////////////////////////////////////////////
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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//////////////////////////////////////////////////////////////////////////
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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}; |