// 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_SpringBone.h" #include "AnimGraphNode_SpringBone.generated.h" UCLASS(MinimalAPI) class UAnimGraphNode_SpringBone : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_SpringBone Node; //~ Begin UObject Interface virtual void PostLoad(); //~ End UObject Interface public: //~ Begin UEdGraphNode Interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; //~ End UEdGraphNode Interface protected: //~ Begin UAnimGraphNode_SkeletalControlBase Interface virtual FText GetControllerDescription() const override; virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; } //~ End UAnimGraphNode_SkeletalControlBase Interface private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTitleTextTable CachedNodeTitles; };