Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
2025-05-18 13:04:45 +08:00

52 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BlueprintNodeSignature.h"
#include "AnimGraphNode_BlendSpaceBase.h"
#include "AnimNodes/AnimNode_AimOffsetLookAt.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_AimOffsetLookAt.generated.h"
class FBlueprintActionDatabaseRegistrar;
template<typename KeyType,typename ValueType,typename SetAllocator ,typename KeyFuncs > class TMap;
UCLASS(MinimalAPI, hidecategories = Coordinates)
class UAnimGraphNode_AimOffsetLookAt : public UAnimGraphNode_BlendSpaceBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_AimOffsetLookAt Node;
// UEdGraphNode interface
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual UAnimationAsset* GetAnimationAsset() const override { return Node.GetBlendSpace(); }
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
ANIMGRAPH_API virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
// End of UAnimGraphNode_Base interface
// UK2Node interface
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FBlueprintNodeSignature GetSignature() const override;
// End of UK2Node interface
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};