// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimGraphNode_SkeletalControlBase.h" #include "BoneControllers/AnimNode_Constraint.h" #include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable #include "AnimGraphNode_Constraint.generated.h" UCLASS() class ANIMGRAPH_API UAnimGraphNode_Constraint : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_Constraint Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; // End of UEdGraphNode interface // UObject interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; // End of UObject interface protected: // UAnimGraphNode_Base interface virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override; virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const override; // End of UAnimGraphNode_Base interface // UAnimGraphNode_SkeletalControlBase interface virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override; 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; };