Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/AnimStateNodeDetails.h
roland munguia 7dc3bb57a2 State machine entry, exit, fully blended in, and fully blended out anim node functions.
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]
2023-05-25 18:06:26 -04:00

25 lines
707 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimTransitionNodeDetails.h"
#include "Templates/SharedPointer.h"
class IDetailCustomization;
class IDetailLayoutBuilder;
class FAnimStateNodeDetails : public FAnimTransitionNodeDetails
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
private:
void GenerateAnimationStateEventRow(IDetailCategoryBuilder& SegmentCategory, const FText & StateEventLabel, const FString & TransitionName);
};