53 lines
1.9 KiB
C++
53 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "AnimGraphNode_PoseHandler.h"
|
|
#include "AnimNodes/AnimNode_PoseBlendNode.h"
|
|
#include "AnimGraphNode_PoseBlendNode.generated.h"
|
|
|
|
class FBlueprintActionDatabaseRegistrar;
|
|
|
|
UCLASS(MinimalAPI)
|
|
class UAnimGraphNode_PoseBlendNode : public UAnimGraphNode_PoseHandler
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
UPROPERTY(EditAnywhere, Category=Settings)
|
|
FAnimNode_PoseBlendNode Node;
|
|
|
|
// UEdGraphNode interface
|
|
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
|
|
virtual FText GetTooltipText() const override;
|
|
virtual FText GetMenuCategory() const override;
|
|
// End of UEdGraphNode
|
|
|
|
// UAnimGraphNode_Base interface
|
|
// Interface to support transition getter
|
|
virtual bool DoesSupportTimeForTransitionGetter() const override;
|
|
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
|
|
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
|
|
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
|
|
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
|
|
// End of UAnimGraphNode_Base
|
|
|
|
// UK2Node interface
|
|
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
|
|
// End of UK2Node interface
|
|
|
|
private:
|
|
FText GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const;
|
|
|
|
private:
|
|
static FText GetTitleGivenAssetInfo(const FText& AssetName);
|
|
|
|
/** Used for filtering in the Blueprint context menu when the pose asset this node uses is unloaded */
|
|
FString UnloadedSkeletonName;
|
|
|
|
protected:
|
|
virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
|
|
virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
|
|
};
|