// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintEventNodeSpawner.h" #include "AnimNotifyEventNodeSpawner.generated.h" UCLASS(Transient) class BLUEPRINTGRAPH_API UAnimNotifyEventNodeSpawner : public UBlueprintEventNodeSpawner { GENERATED_BODY() public: /** * Creates a new UAnimNotifyEventNodeSpawner * * @param NotifyName The name you want assigned to the event. * @return A newly allocated instance of this class. */ static UAnimNotifyEventNodeSpawner* Create(const FSoftObjectPath& InSkeletonObjectPath, FName InNotifyName); /** @return the skeleton object path */ const FSoftObjectPath& GetSkeletonObjectPath() const { return SkeletonObjectPath; } private: /** The skeleton that supplied this notify, used for filtering */ UPROPERTY() FSoftObjectPath SkeletonObjectPath; };