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#rb: Martin.Wilson #jira: FORT-113893 #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: lina.halper #ROBOMERGE-SOURCE: CL 5768200 via CL 5768201 via CL 5768840 via CL 5770648 via CL 5770764 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) [CL 5780890 by lina halper in Dev-Anim branch]
44 lines
1.6 KiB
C++
44 lines
1.6 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimGraphNode_BlendListBase.h"
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#include "AnimNodes/AnimNode_LayeredBoneBlend.h"
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#include "AnimGraphNode_LayeredBoneBlend.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_LayeredBoneBlend : public UAnimGraphNode_BlendListBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_LayeredBoneBlend Node;
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// UObject interface
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// Adds a new pose pin
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//@TODO: Generalize this behavior (returning a list of actions/delegates maybe?)
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ANIMGRAPH_API virtual void AddPinToBlendByFilter();
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ANIMGRAPH_API virtual void RemovePinFromBlendByFilter(UEdGraphPin* Pin);
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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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// End of UEdGraphNode 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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// UAnimGraphNode_Base interface
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virtual FString GetNodeCategory() const override;
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// 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
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virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
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// End of UAnimGraphNode_Base interface
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};
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