// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/ScriptInterface.h" #include "Animation/AnimNodeBase.h" #include "Animation/CurveSourceInterface.h" #include "AnimNode_CurveSource.generated.h" class UAnimInstance; /** Supply curves from some external source (e.g. audio) */ USTRUCT(BlueprintInternalUseOnly) struct FAnimNode_CurveSource : public FAnimNode_Base { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links) FPoseLink SourcePose; /** * The binding of the curve source we want to bind to. * We will bind to an object that implements ICurveSourceInterface. First we check * the actor that owns this (if any), then we check each of its components to see if we should * bind to the source that matches this name. */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurveSource, meta = (PinHiddenByDefault)) FName SourceBinding; /** How much we wan to blend the curve in by */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurveSource, meta = (PinShownByDefault)) float Alpha; /** Our bound source */ UPROPERTY(Transient) TScriptInterface CurveSource; ANIMGRAPHRUNTIME_API FAnimNode_CurveSource(); // FAnimNode_Base interface virtual bool HasPreUpdate() const override { return true; } ANIMGRAPHRUNTIME_API virtual void PreUpdate(const UAnimInstance* InAnimInstance) override; ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override; ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override; ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override; ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override; ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override; // End of FAnimNode_Base interface };