41 lines
1.4 KiB
C++
41 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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#include "Animation/AnimNodeBase.h"
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#include "Animation/AnimSync.h"
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#include "AnimNode_Sync.generated.h"
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_Sync : public FAnimNode_Base
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{
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GENERATED_BODY()
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friend class UAnimGraphNode_Sync;
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public:
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// Get the group name that we synchronize with
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FName GetGroupName() const { return GroupName; }
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private:
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UPROPERTY(EditAnywhere, Category = Links)
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FPoseLink Source;
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// The group name that we synchronize with (NAME_None if it is not part of any group).
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UPROPERTY(EditAnywhere, Category = Settings)
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FName GroupName;
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// The role this animation can assume within the group (ignored if GroupName is not set)
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UPROPERTY(EditAnywhere, Category = Settings)
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TEnumAsByte<EAnimGroupRole::Type> GroupRole = EAnimGroupRole::CanBeLeader;
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private:
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// FAnimNode_Base
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ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& 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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};
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