// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimGraphNode_SkeletalControlBase.h" #include "BoneControllers/AnimNode_CCDIK.h" #include "EdGraph/EdGraphNodeUtils.h" #include "AnimGraphNode_CCDIK.generated.h" // Editor node for CCDIK IK skeletal controller UCLASS(MinimalAPI, Experimental) class UAnimGraphNode_CCDIK : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category = Settings) FAnimNode_CCDIK Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; // End of UEdGraphNode interface // UAnimGraphNode_Base interface virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* AnimNode) override; virtual FEditorModeID GetEditorMode() const override; // End of UAnimGraphNode_Base interface // UObject interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; protected: // UAnimGraphNode_SkeletalControlBase interface virtual FText GetControllerDescription() const override; virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; } // End of UAnimGraphNode_SkeletalControlBase interface private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTitleTextTable CachedNodeTitles; };