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AnimNode_NameOfYourNode.h

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Jan 9th, 2014
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  1. // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
  2.  
  3. #pragma once
  4. #include "AnimNode_NameOfYourNode.generated.h"
  5.  
  6. USTRUCT()
  7. struct FAnimNode_NameOfYourNode : public FAnimNode_Base
  8. {
  9.     GENERATED_USTRUCT_BODY()
  10.  
  11.     //FPoseLink - this can be any combination
  12.         //of other nodes, not just animation sequences
  13.     //  so you could have an blend space leading into
  14.         //a layer blend per bone to just use the arm
  15.     //  and then pass that into the PoseLink
  16.    
  17.     /** Base Pose - This Can Be Entire Anim Graph Up To This Point, or Any Combination of Other Nodes*/
  18.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
  19.     FPoseLink BasePose;
  20.    
  21.     /** Other Pose! - This Can Be Entire Anim Graph Up To This Point, or Any Combination of Other Nodes */
  22.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
  23.     FPoseLink OtherPose;
  24.    
  25.     /** Sample Property That Will Show Up as a Pin */
  26.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links, meta=(PinShownByDefault))
  27.     float SampleFloat;
  28.    
  29. // FAnimNode_Base interface
  30. public:
  31.    
  32.     // FAnimNode_Base interface
  33.  virtual void Initialize(const FAnimationInitializeContext& Context) OVERRIDE;
  34.  virtual void Update(const FAnimationUpdateContext & Context) OVERRIDE;
  35.  virtual void Evaluate(FPoseContext& Output) OVERRIDE;
  36.     // End of FAnimNode_Base interface
  37.  
  38. //~~~ Constructor ~~~
  39. public:
  40.    
  41.     FAnimNode_NameOfYourNode();
  42.    
  43. protected:
  44.     bool WorldIsGame;
  45.         AActor* OwningActor;
  46. };
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