// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "EdGraph/EdGraphNodeUtils.h" #include "AnimGraphNode_SkeletalControlBase.h" #include "BoneControllers/AnimNode_LookAt.h" #include "AnimGraphNode_LookAt.generated.h" class FPrimitiveDrawInterface; class USkeletalMeshComponent; UCLASS(MinimalAPI, meta=(Keywords = "Look At, Follow, Trace, Track")) class UAnimGraphNode_LookAt : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_LookAt Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual FEditorModeID GetEditorMode() const override; virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override; virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override; // End of UEdGraphNode interface // UAnimGraphNode_SkeletalControlBase interface ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override; ANIMGRAPH_API virtual void GetOnScreenDebugInfo(TArray& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const override; // End of UAnimGraphNode_SkeletalControlBase interface protected: // UAnimGraphNode_SkeletalControlBase interface virtual FText GetControllerDescription() const override; virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; } // End of UAnimGraphNode_SkeletalControlBase interface // UObject interface virtual void Serialize(FArchive& Ar) override; // End of UObject interface private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTitleTextTable CachedNodeTitles; };