// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Animation/AnimNodeBase.h" #include "Animation/AnimSync.h" #include "AnimNode_Sync.generated.h" USTRUCT(BlueprintInternalUseOnly) struct FAnimNode_Sync : public FAnimNode_Base { GENERATED_BODY() friend class UAnimGraphNode_Sync; public: // Get the group name that we synchronize with FName GetGroupName() const { return GroupName; } private: UPROPERTY(EditAnywhere, Category = Links) FPoseLink Source; // The group name that we synchronize with (NAME_None if it is not part of any group). UPROPERTY(EditAnywhere, Category = Settings) FName GroupName; // The role this animation can assume within the group (ignored if GroupName is not set) UPROPERTY(EditAnywhere, Category = Settings) TEnumAsByte GroupRole = EAnimGroupRole::CanBeLeader; private: // FAnimNode_Base ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override; ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override; ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override; ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override; ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override; };