45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_Constraint.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
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#include "AnimGraphNode_Constraint.generated.h"
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UCLASS()
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class ANIMGRAPH_API UAnimGraphNode_Constraint : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_Constraint 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 FText GetTooltipText() const override;
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// End of UEdGraphNode interface
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// UObject interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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// End of UObject interface
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protected:
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const override;
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// End of UAnimGraphNode_Base interface
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// UAnimGraphNode_SkeletalControlBase interface
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virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
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virtual FText GetControllerDescription() const override;
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virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
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// End of UAnimGraphNode_SkeletalControlBase interface
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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