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

37 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimNode_ResetRoot.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_ResetRoot : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY();
ANIMGRAPHRUNTIME_API FAnimNode_ResetRoot();
TArray<FCompactPoseBoneIndex> RootChildren;
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
ANIMGRAPHRUNTIME_API virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
virtual bool NeedsOnInitializeAnimInstance() const override { return true; }
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
ANIMGRAPHRUNTIME_API virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};