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

46 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_ObserveBone.h"
#include "AnimGraphNode_ObserveBone.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class SGraphNode;
// This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose
UCLASS()
class ANIMGRAPH_API UAnimGraphNode_ObserveBone : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_ObserveBone Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual TSharedPtr<SGraphNode> CreateVisualWidget() override;
virtual FLinearColor GetNodeTitleColor() const override;
// End of UEdGraphNode interface
protected:
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual FEditorModeID GetEditorMode() const override;
// End of UAnimGraphNode_Base interface
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
};