54 lines
1.9 KiB
C
54 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 "Animation/AnimNodeBase.h"
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#include "Animation/InputScaleBias.h"
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#include "AnimNode_RotateRootBone.generated.h"
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//@TODO: Comment
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_RotateRootBone : public FAnimNode_Base
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink BasePose;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
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float Pitch;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
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float Yaw;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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FInputScaleBiasClamp PitchScaleBiasClamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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FInputScaleBiasClamp YawScaleBiasClamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
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FRotator MeshToComponent;
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// If enabled, rotating the root bone using this node will also rotate the direction of the root motion custom attribute
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Advanced)
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bool bRotateRootMotionAttribute;
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float ActualPitch;
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float ActualYaw;
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public:
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ANIMGRAPHRUNTIME_API FAnimNode_RotateRootBone();
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// FAnimNode_Base interface
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ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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};
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