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

56 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimNodes/AnimNode_PoseByName.h"
#include "AnimGraphNode_PoseByName.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UAnimGraphNode_PoseByName : public UAnimGraphNode_AssetPlayerBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_PoseByName 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
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual void PreloadRequiredAssets() override;
// Interface to support transition getter
virtual bool DoesSupportTimeForTransitionGetter() const override;
virtual UAnimationAsset* GetAnimationAsset() const override;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) 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;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
//virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
// UAnimGraphNode_AssetPlayerBase interface
virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
// End of UAnimGraphNode_AssetPlayerBase interface
private:
FText GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const;
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};