Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_UseCachedPose.h"
#include "AnimGraphNode_UseCachedPose.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UAnimGraphNode_SaveCachedPose;
UCLASS(MinimalAPI)
class UAnimGraphNode_UseCachedPose : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY()
FAnimNode_UseCachedPose Node;
UPROPERTY()
mutable TWeakObjectPtr<UAnimGraphNode_SaveCachedPose> SaveCachedPoseNode;
public:
// UEdGraphNode interface
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface.
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
// End of UK2Node interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
// End of UAnimGraphNode_Base interface
private:
UPROPERTY()
mutable FString NameOfCache;
};