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

41 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNodeBase.h"
#include "Animation/AnimSync.h"
#include "AnimNode_Sync.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_Sync : public FAnimNode_Base
{
GENERATED_BODY()
friend class UAnimGraphNode_Sync;
public:
// Get the group name that we synchronize with
FName GetGroupName() const { return GroupName; }
private:
UPROPERTY(EditAnywhere, Category = Links)
FPoseLink Source;
// The group name that we synchronize with (NAME_None if it is not part of any group).
UPROPERTY(EditAnywhere, Category = Settings)
FName GroupName;
// The role this animation can assume within the group (ignored if GroupName is not set)
UPROPERTY(EditAnywhere, Category = Settings)
TEnumAsByte<EAnimGroupRole::Type> GroupRole = EAnimGroupRole::CanBeLeader;
private:
// FAnimNode_Base
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
};