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

50 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_LookAt.h"
#include "AnimGraphNode_LookAt.generated.h"
class FPrimitiveDrawInterface;
class USkeletalMeshComponent;
UCLASS(MinimalAPI, meta=(Keywords = "Look At, Follow, Trace, Track"))
class UAnimGraphNode_LookAt : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_LookAt Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FEditorModeID GetEditorMode() const override;
virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override;
// End of UEdGraphNode interface
// UAnimGraphNode_SkeletalControlBase interface
ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
ANIMGRAPH_API virtual void GetOnScreenDebugInfo(TArray<FText>& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
// End of UAnimGraphNode_SkeletalControlBase interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};