Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
halfdan ingvarsson 0e50cd24fe Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none
#trivial

[CL 14823295 by halfdan ingvarsson in ue5-main branch]
2020-11-30 16:40:07 -04:00

47 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_LookAt.h"
#include "AnimGraphNode_LookAt.generated.h"
class FPrimitiveDrawInterface;
class USkeletalMeshComponent;
UCLASS(MinimalAPI, meta=(Keywords = "Look At, Follow, Trace, Track"))
class UAnimGraphNode_LookAt : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_LookAt Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_SkeletalControlBase interface
ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
ANIMGRAPH_API virtual void GetOnScreenDebugInfo(TArray<FText>& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
// End of UAnimGraphNode_SkeletalControlBase interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};