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

45 lines
1.6 KiB
C++

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