// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Layout/Visibility.h" #include "AnimGraphNode_Base.h" #include "Animation/AnimNode_TransitionPoseEvaluator.h" #include "AnimGraphNode_TransitionPoseEvaluator.generated.h" class FBlueprintActionDatabaseRegistrar; class IDetailLayoutBuilder; UCLASS(MinimalAPI) class UAnimGraphNode_TransitionPoseEvaluator : public UAnimGraphNode_Base { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings) FAnimNode_TransitionPoseEvaluator Node; // UEdGraphNode interface virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override; virtual bool CanDuplicateNode() const override { return false; } virtual bool CanUserDeleteNode() const override; virtual FText GetMenuCategory() const override; // End of UEdGraphNode interface // UAnimGraphNode_Base interface virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override; // End of UAnimGraphNode_Base interface // UK2Node interface. virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; private: // Details customization helpers static EVisibility GetCacheFramesVisibility(IDetailLayoutBuilder* DetailLayoutBuilder); // End of UK2Node interface };