// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "EdGraph/EdGraphNodeUtils.h" #include "AnimGraphNode_AssetPlayerBase.h" #include "AnimNodes/AnimNode_PoseByName.h" #include "AnimGraphNode_PoseByName.generated.h" class FBlueprintActionDatabaseRegistrar; UCLASS(MinimalAPI) class UAnimGraphNode_PoseByName : public UAnimGraphNode_AssetPlayerBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_PoseByName 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 virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override; virtual void PreloadRequiredAssets() override; // Interface to support transition getter virtual bool DoesSupportTimeForTransitionGetter() const override; virtual UAnimationAsset* GetAnimationAsset() const override; virtual void GetAllAnimationSequencesReferred(TArray& AnimationAssets) const override; virtual void ReplaceReferredAnimations(const TMap& AnimAssetReplacementMap) override; virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override; // End of UAnimGraphNode_Base // UK2Node interface virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; //virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; // End of UK2Node interface // UAnimGraphNode_AssetPlayerBase interface virtual void SetAnimationAsset(UAnimationAsset* Asset) override; // End of UAnimGraphNode_AssetPlayerBase interface private: FText GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const; private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedNodeTitle; };