35 lines
1.4 KiB
C++
35 lines
1.4 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_AssetPlayerBase.h"
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#include "AnimGraphNode_PoseHandler.generated.h"
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struct FAnimNode_PoseHandler;
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UCLASS(MinimalAPI, abstract)
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class UAnimGraphNode_PoseHandler : public UAnimGraphNode_AssetPlayerBase
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{
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GENERATED_UCLASS_BODY()
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
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virtual void PreloadRequiredAssets() override;
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virtual UAnimationAsset* GetAnimationAsset() const override;
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virtual TSubclassOf<UAnimationAsset> GetAnimationAssetClass() const override;
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virtual void OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const override;
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// End of UAnimGraphNode_Base
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// UAnimGraphNode_AssetPlayerBase interface
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virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
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// End of UAnimGraphNode_AssetPlayerBase interface
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// UAnimGraphNode_PoseHandler interface
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virtual bool IsPoseAssetRequired() { return true; }
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virtual FAnimNode_PoseHandler* GetPoseHandlerNode() PURE_VIRTUAL(UAnimGraphNode_PoseHandler::GetPoseHandlerNode, return nullptr;);
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virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const PURE_VIRTUAL(UAnimGraphNode_PoseHandler::GetPoseHandlerNode, return nullptr;);
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// End of UAnimGraphNode_PoseHandler interface
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};
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