Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
jose villarroel d6c59eaa35 Layered Blend Per Bone: Fix for blend masks not populating correctly on load
#jira UE-162984
[REVIEW] [at]Thomas.Sarkanen, [at]Aaron.Cox
#preflight 6331ce7fd747fe52c8aadd48

[CL 22191760 by jose villarroel in ue5-main branch]
2022-09-26 15:20:12 -04:00

51 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_BlendListBase.h"
#include "AnimNodes/AnimNode_LayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_LayeredBoneBlend : public UAnimGraphNode_BlendListBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_LayeredBoneBlend Node;
// Adds a new pose pin
//@TODO: Generalize this behavior (returning a list of actions/delegates maybe?)
ANIMGRAPH_API virtual void AddPinToBlendByFilter();
ANIMGRAPH_API virtual void RemovePinFromBlendByFilter(UEdGraphPin* Pin);
// UObject interface
virtual void Serialize(FArchive& Ar) override;
virtual void PostLoad() override;
// End of UObject interface
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
// End of UK2Node interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void PreloadRequiredAssets() override;
// End of UAnimGraphNode_Base interface
// Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
// End of UAnimGraphNode_Base interface
};