Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_BlendSpaceBase.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

33 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "Animation/BlendSpaceBase.h"
#include "AnimGraphNode_BlendSpaceBase.generated.h"
UCLASS(Abstract, MinimalAPI)
class UAnimGraphNode_BlendSpaceBase : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
// UEdGraphNode interface
ANIMGRAPH_API virtual FLinearColor GetNodeTitleColor() const override;
ANIMGRAPH_API virtual FText GetMenuCategory() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
ANIMGRAPH_API virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
ANIMGRAPH_API virtual void PreloadRequiredAssets() override;
ANIMGRAPH_API virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const override;
// End of UAnimGraphNode_Base interface
protected:
UBlendSpaceBase* GetBlendSpace() const { return Cast<UBlendSpaceBase>(GetAnimationAsset()); }
/** Util to determine is an asset class is an aim offset */
static bool IsAimOffsetBlendSpace(const UClass* BlendSpaceClass);
};