Files
UnrealEngine/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h
2025-05-18 13:04:45 +08:00

48 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimTypes.h"
#include "Animation/AnimNodeBase.h"
#include "AnimNode_Slot.generated.h"
// An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from
// game code can cause an animation to blend in and be played on the slot temporarily, overriding the
// Source input.
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_Slot : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
// The source input, passed thru to the output unless a montage or slot animation is currently playing
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink Source;
// The name of this slot, exposed to gameplay code, etc...
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(CustomizeProperty))
FName SlotName;
//Whether we should continue to update the source pose regardless of whether it would be used.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
bool bAlwaysUpdateSourcePose;
protected:
virtual void PostEvaluateSourcePose(FPoseContext& SourceContext) {}
FSlotNodeWeightInfo WeightData;
FGraphTraversalCounter SlotNodeInitializationCounter;
public:
ANIMGRAPHRUNTIME_API FAnimNode_Slot();
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};