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

79 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_StateResult.h"
#include "AnimGraphNode_StateResult.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_StateResult : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_StateResult Node;
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
//~ Begin UEdGraphNode Interface.
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool CanUserDeleteNode() const override { return false; }
virtual bool CanDuplicateNode() const override { return false; }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool IsNodeRootSet() const override { return true; }
//~ End UEdGraphNode Interface.
//~ Begin UAnimGraphNode_Base Interface
virtual bool IsSinkNode() const override;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const override;
virtual void GetBoundFunctionsInfo(TArray<TPair<FName, FName>>& InOutBindingsInfo) override;
// UK2Node interface
virtual bool ReferencesFunction(const FName& InFunctionName, const UStruct* InScope) const override;
// Get the link to the documentation
virtual FString GetDocumentationLink() const override;
//~ End UAnimGraphNode_Base Interface
/** Function called when the owning state is entered, meaning it becomes the state machine's current state. */
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateEntry"), DisplayName="On State Entry")
FMemberReference StateEntryFunction;
/** Function called when the owning state is fully blended in.
*
* Notes:
* - This is only called for the state machine's current state since its the most recent transition's target state.
* - This will not be called if the state is skipped. This can happen when the flag bSkipFirstUpdateTransition on the state machine node is set to true.
*/
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateFullyBlendedIn"), DisplayName="On State Fully Blended In")
FMemberReference StateFullyBlendedInFunction;
/** Function called when the owning state is exited, meaning it stops being the state machine's current state.
*
* Notes:
* - This will not be called if the state machine node loses relevancy. Please use "On State Interrupt" for that case.
*/
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateExit"), DisplayName="On State Exit")
FMemberReference StateExitFunction;
/** Function called when the owning state is fully blended out.
*
* Notes:
* - This will be called for any states that had weight.
* - This will not be called if the state is skipped. This can happen when the flag bSkipFirstUpdateTransition on the state machine node is set to true.
* - This will not be called if the state machine node loses relevancy. Please use "On State Interrupt" for that case.
*/
UPROPERTY(EditAnywhere, Category = "Functions|State", meta=(FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/AnimGraphRuntime.AnimExecutionContextLibrary.Prototype_ThreadSafeAnimUpdateCall", DefaultBindingName="OnStateFullyBlendedOut"), DisplayName="On State Fully Blended Out")
FMemberReference StateFullyBlendedOutFunction;
};