// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "BoneControllers/AnimNode_ModifyBone.h" #include "EdGraph/EdGraphNodeUtils.h" #include "AnimGraphNode_SkeletalControlBase.h" #include "AnimGraphNode_ModifyBone.generated.h" class FCompilerResultsLog; UCLASS(meta=(Keywords = "Modify Transform")) class ANIMGRAPH_API UAnimGraphNode_ModifyBone : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_ModifyBone Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; // End of UEdGraphNode interface protected: // UAnimGraphNode_Base interface virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override; virtual FEditorModeID GetEditorMode() const override; virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override; virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override; // End of UAnimGraphNode_Base interface // 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; };