Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_PoseBlendNode.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

54 lines
2.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_PoseHandler.h"
#include "AnimNodes/AnimNode_PoseBlendNode.h"
#include "AnimGraphNode_PoseBlendNode.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_PoseBlendNode : public UAnimGraphNode_PoseHandler
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_PoseBlendNode Node;
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FText GetMenuCategory() const override;
// End of UEdGraphNode
// UAnimGraphNode_Base interface
// Interface to support transition getter
virtual bool DoesSupportTimeForTransitionGetter() const override;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
// End of UAnimGraphNode_Base
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
// End of UK2Node interface
private:
FText GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const;
private:
static FText GetTitleGivenAssetInfo(const FText& AssetName);
/** Used for filtering in the Blueprint context menu when the pose asset this node uses is unloaded */
FString UnloadedSkeletonName;
protected:
virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
};