You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- One driver value can now drive multiple components - How a component is driven is now configurable (add to input, replace, add to ref pose and replace) - The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load) - New details customization to make working with the node easier - Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale - The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x) Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints [CL 2606968 by Michael Noland in Main branch]
56 lines
2.1 KiB
C++
56 lines
2.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
class IDetailCategoryBuilder;
|
|
class IPropertyHandle;
|
|
|
|
#include "AnimGraphNode_SkeletalControlBase.h"
|
|
#include "BoneControllers/AnimNode_BoneDrivenController.h"
|
|
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
|
|
#include "AnimGraphNode_BoneDrivenController.generated.h"
|
|
|
|
/**
|
|
* This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
|
|
*/
|
|
UCLASS()
|
|
class ANIMGRAPH_API UAnimGraphNode_BoneDrivenController : public UAnimGraphNode_SkeletalControlBase
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
UPROPERTY(EditAnywhere, Category = Settings)
|
|
FAnimNode_BoneDrivenController Node;
|
|
|
|
public:
|
|
// UObject interface
|
|
virtual void Serialize(FArchive& Ar) override;
|
|
// End of UObject interface
|
|
|
|
// UEdGraphNode interface
|
|
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
|
|
virtual FText GetTooltipText() const override;
|
|
// End of UEdGraphNode interface
|
|
|
|
// UAnimGraphNode_Base interface
|
|
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
|
|
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
|
|
// End of UAnimGraphNode_Base interface
|
|
|
|
// UAnimGraphNode_SkeletalControlBase interface
|
|
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
|
|
// End of UAnimGraphNode_SkeletalControlBase interface
|
|
|
|
protected:
|
|
|
|
// UAnimGraphNode_SkeletalControlBase protected interface
|
|
virtual FText GetControllerDescription() const override;
|
|
// End of UAnimGraphNode_SkeletalControlBase protected interface
|
|
|
|
// Should non-curve mapping values be shown (multipler, range)?
|
|
EVisibility AreNonCurveMappingValuesVisible() const;
|
|
|
|
static void AddTripletPropertyRow(const FText& Name, const FText& Tooltip, IDetailCategoryBuilder& Category, TSharedRef<IPropertyHandle> PropertyHandle, const FName XPropertyName, const FName YPropertyName, const FName ZPropertyName);
|
|
|
|
static FText ComponentTypeToText(EComponentType::Type Component);
|
|
};
|