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#jira UE-13391 - Delete old BP menu system (is causing confusion) #codereview Mike.Beach [CL 2514361 by Michael Schoell in Main branch]
55 lines
2.5 KiB
C++
55 lines
2.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_Base.h"
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#include "Animation/AnimNode_SequencePlayer.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
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#include "AnimGraphNode_SequencePlayer.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_Base
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_SequencePlayer Node;
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// Sync group settings for this player. Sync groups keep related animations with different lengths synchronized.
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimationGroupReference SyncGroup;
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// UEdGraphNode interface
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetMenuCategory() const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
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virtual void PreloadRequiredAssets() override;
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virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
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virtual bool DoesSupportTimeForTransitionGetter() const override;
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virtual UAnimationAsset* GetAnimationAsset() const override;
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virtual const TCHAR* GetTimePropertyName() const override;
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virtual UScriptStruct* GetTimePropertyStruct() const override;
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virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const override;
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virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap) override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
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// End of UAnimGraphNode_Base interface
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// UK2Node interface
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virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
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// End of UK2Node interface
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private:
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static FText GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive);
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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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/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
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FString UnloadedSkeletonName;
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};
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