44 lines
1.4 KiB
C++
44 lines
1.4 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_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_Fabrik.h"
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#include "AnimGraphNode_Fabrik.generated.h"
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class FPrimitiveDrawInterface;
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class USkeletalMeshComponent;
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// Editor node for FABRIK IK skeletal controller
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UCLASS(MinimalAPI)
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class UAnimGraphNode_Fabrik : 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_Fabrik Node;
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public:
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// UObject interface
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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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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// End of UAnimGraphNode_Base interface
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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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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};
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