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

35 lines
1.4 KiB
C++

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