Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h
Michael Noland 7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00

53 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_SkeletalControlBase.h"
#include "AnimNode_CopyBone.generated.h"
/**
* Simple controller to copy a bone's transform to another one.
*/
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_CopyBone : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Name of bone to control. This is the main bone chain to modify from. **/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy)
FBoneReference TargetBone;
/** Source Bone Name to get transform from */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy)
FBoneReference SourceBone;
/** If Translation should be copied */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
bool bCopyTranslation;
/** If Rotation should be copied */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
bool bCopyRotation;
/** If Scale should be copied */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
bool bCopyScale;
FAnimNode_CopyBone();
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};