46 lines
1.7 KiB
C++
46 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimNodes/AnimNode_RetargetPoseFromMesh.h"
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#include "AnimGraphNode_RetargetPoseFromMesh.generated.h"
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class FPrimitiveDrawInterface;
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class USkeletalMeshComponent;
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// Facilitates runtime retargeting of an input pose using a user-specified IK Retargeter asset
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// Supports input poses from the animation graph, or from other skeletal mesh components
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UCLASS()
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class IKRIGDEVELOPER_API UAnimGraphNode_RetargetPoseFromMesh : public UAnimGraphNode_Base
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_RetargetPoseFromMesh Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog);
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void PreloadRequiredAssets() override;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* AnimNode) override;
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virtual FEditorModeID GetEditorMode() const override;
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virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
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virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
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virtual bool UsingCopyPoseFromMesh() const override { return true; };
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// End of UAnimGraphNode_Base interface
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// UK2Node interface
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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// End of UK2Node interface
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static const FName AnimModeName;
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};
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