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- // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "AnimNode_NameOfYourNode.generated.h"
- USTRUCT()
- struct FAnimNode_NameOfYourNode : public FAnimNode_Base
- {
- GENERATED_USTRUCT_BODY()
- //FPoseLink - this can be any combination
- //of other nodes, not just animation sequences
- // so you could have an blend space leading into
- //a layer blend per bone to just use the arm
- // and then pass that into the PoseLink
- /** Base Pose - This Can Be Entire Anim Graph Up To This Point, or Any Combination of Other Nodes*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
- FPoseLink BasePose;
- /** Other Pose! - This Can Be Entire Anim Graph Up To This Point, or Any Combination of Other Nodes */
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
- FPoseLink OtherPose;
- /** Sample Property That Will Show Up as a Pin */
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links, meta=(PinShownByDefault))
- float SampleFloat;
- // FAnimNode_Base interface
- public:
- // FAnimNode_Base interface
- virtual void Initialize(const FAnimationInitializeContext& Context) OVERRIDE;
- virtual void Update(const FAnimationUpdateContext & Context) OVERRIDE;
- virtual void Evaluate(FPoseContext& Output) OVERRIDE;
- // End of FAnimNode_Base interface
- //~~~ Constructor ~~~
- public:
- FAnimNode_NameOfYourNode();
- protected:
- bool WorldIsGame;
- AActor* OwningActor;
- };
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