Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

39 lines
1.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimNodeBase.h"
#include "AnimNode_MakeDynamicAdditive.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_MakeDynamicAdditive : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
// Reference pose for additive delta calculation
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink Base;
// Pose to make additive
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink Additive;
// Do additive delta calculation in mesh space
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
bool bMeshSpaceAdditive;
public:
FAnimNode_MakeDynamicAdditive();
// FAnimNode_Base interface
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
virtual void Evaluate_AnyThread(FPoseContext& Output) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};