42 lines
1.3 KiB
C++
42 lines
1.3 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 "UObject/Object.h"
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#include "Misc/Guid.h"
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#include "Animation/AnimBlueprint.h"
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#include "EditorParentPlayerListObj.generated.h"
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class UAnimGraphNode_Base;
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UCLASS()
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class UNREALED_API UEditorParentPlayerListObj: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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// Build a possible list of overrides from a blueprint and pull in any existing overrides.
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void InitialiseFromBlueprint(UAnimBlueprint* Blueprint);
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// Adds an overridable node to the possible override list.
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FAnimParentNodeAssetOverride& AddOverridableNode(UAnimGraphNode_Base* Node);
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// Gets a pointer to a U-node from the stored GUID for that node.
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UAnimGraphNode_Base* GetVisualNodeFromGuid(FGuid InGuid) const;
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// Pushes an override into the blueprint we're editing.
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void ApplyOverrideToBlueprint(FAnimParentNodeAssetOverride& Override);
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// Get the current blueprint
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const UAnimBlueprint* GetBlueprint() const;
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// List of possible overrides to display.
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UPROPERTY(Category = AnimationGraphOverrides, EditAnywhere)
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TArray<FAnimParentNodeAssetOverride> Overrides;
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private:
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UAnimBlueprint* AnimBlueprint;
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TMap<FGuid, UAnimGraphNode_Base*> GuidToVisualNodeMap;
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};
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