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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class FCompilerResultsLog;
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class UAnimGraphNode_Base;
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// Interface passed to start/end compilation delegates
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class ANIMGRAPH_API IAnimBlueprintCompilationBracketContext
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{
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public:
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virtual ~IAnimBlueprintCompilationBracketContext() {}
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// Get the message log for the current compilation
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FCompilerResultsLog& GetMessageLog() const { return GetMessageLogImpl(); }
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// Index of the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain)
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const TMap<UAnimGraphNode_Base*, int32>& GetAllocatedAnimNodeIndices() const { return GetAllocatedAnimNodeIndicesImpl(); }
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// Map of anim node indices to node handler properties in sparse class data struct
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const TMap<UAnimGraphNode_Base*, FProperty*>& GetAllocatedHandlerPropertiesByNode() const { return GetAllocatedHandlerPropertiesByNodeImpl(); }
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protected:
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// Get the message log for the current compilation
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virtual FCompilerResultsLog& GetMessageLogImpl() const = 0;
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// Map of anim node properties to original anim graph node
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virtual const TMap<UAnimGraphNode_Base*, int32>& GetAllocatedAnimNodeIndicesImpl() const = 0;
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// Map of anim node indices to node handler properties in sparse class data struct
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virtual const TMap<UAnimGraphNode_Base*, FProperty*>& GetAllocatedHandlerPropertiesByNodeImpl() const = 0;
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};
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