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Additional changes: - Added warnings for users using anim state events since we want to push towards using the state node functions. - Added support for anim nodes to show any bound functions and not have them hardcoded. - Added base context type for FAnimExecutionContext. - Now users can specify the string for the default binding name of a function member reference in a BP by using the "DefaultBindingName" metadata tag. This will give the functionality to avoid having the default binding name be "NewFunction" and instead use the input string from the metadata tag. #jira UE-184572 #rb Thomas.Sarkanen, jose.villarroel, aaron.cox #preflight 646e6a836c2a2532b1f91efd [CL 25631664 by roland munguia in ue5-main branch]
25 lines
707 B
C++
25 lines
707 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimTransitionNodeDetails.h"
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#include "Templates/SharedPointer.h"
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class IDetailCustomization;
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class IDetailLayoutBuilder;
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class FAnimStateNodeDetails : public FAnimTransitionNodeDetails
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedRef<IDetailCustomization> MakeInstance();
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/** IDetailCustomization interface */
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virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
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private:
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void GenerateAnimationStateEventRow(IDetailCategoryBuilder& SegmentCategory, const FText & StateEventLabel, const FString & TransitionName);
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};
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