Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationGraph.cpp
jurre debaare fab69e6d08 Ported project specific scriptability UFunctions to Engine:
- SetPreviewSkeletalMesh to UAnimationAsset and UAnimBlueprint
- Functionality to retrieve UAnimationGraphs and UAnimationGraphNodes of a specific class from UAnimBlueprint and UAnimationGraph respectively
- Functionality for pose driver/asset scripting

#jira UE-117797
#rb Thomas.Sarkanen
#preflight 60d075e32ab218000115936a
#preflight 60d1a3eaa819040001397a52

#ROBOMERGE-SOURCE: CL 16741838 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16741845 by jurre debaare in ue5-release-engine-test branch]
2021-06-22 08:26:20 -04:00

32 lines
904 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationGraph.h"
#define LOCTEXT_NAMESPACE "AnimationGraph"
/////////////////////////////////////////////////////
// UAnimationGraph
UAnimationGraph::UAnimationGraph(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimationGraph::GetGraphNodesOfClass(TSubclassOf<UAnimGraphNode_Base> NodeClass, TArray<UAnimGraphNode_Base*>& GraphNodes, bool bIncludeChildClasses /*= true*/)
{
for (int32 NodeIndex = 0; NodeIndex < Nodes.Num(); ++NodeIndex)
{
UEdGraphNode* Node = Nodes[NodeIndex];
if (UAnimGraphNode_Base* TypedNode = Cast<UAnimGraphNode_Base>(Node))
{
UClass* TypedNodeClass = TypedNode->GetClass();
if (TypedNodeClass == NodeClass || (bIncludeChildClasses && TypedNode->GetClass()->IsChildOf(NodeClass)))
{
GraphNodes.Add(TypedNode);
}
}
}
}
#undef LOCTEXT_NAMESPACE