49 lines
1.9 KiB
C++
49 lines
1.9 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 "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "BoneControllers/AnimNode_Trail.h"
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#include "AnimGraphNode_Trail.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_Trail : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_Trail Node;
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public:
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// UObject interface
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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// virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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//~ End UEdGraphNode Interface.
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
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virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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//~ Begin UAnimGraphNode_Base Interface
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virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
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virtual void OnNodeSelected(bool bInIsSelected, class FEditorModeTools& InModeTools, struct FAnimNode_Base* InRuntimeNode);
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//~ End UAnimGraphNode_Base Interface
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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void DrawAngularLimits(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp, const FAnimNode_Trail& NodeToVisualize, const TArray<FName>& TrailBoneList) const;
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};
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