51 lines
1.9 KiB
C++
51 lines
1.9 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_BlendListBase.h"
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#include "AnimNodes/AnimNode_LayeredBoneBlend.h"
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#include "AnimGraphNode_LayeredBoneBlend.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_LayeredBoneBlend : public UAnimGraphNode_BlendListBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_LayeredBoneBlend Node;
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// Adds a new pose pin
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//@TODO: Generalize this behavior (returning a list of actions/delegates maybe?)
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ANIMGRAPH_API virtual void AddPinToBlendByFilter();
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ANIMGRAPH_API virtual void RemovePinFromBlendByFilter(UEdGraphPin* Pin);
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// UObject interface
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virtual void Serialize(FArchive& Ar) override;
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virtual void PostLoad() override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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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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// End of UEdGraphNode interface
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// UK2Node interface
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virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
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// End of UK2Node interface
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// UAnimGraphNode_Base interface
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virtual FString GetNodeCategory() const override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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virtual void PreloadRequiredAssets() override;
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// End of UAnimGraphNode_Base interface
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// Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished
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virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
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// End of UAnimGraphNode_Base interface
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};
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