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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

38 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetRegistry/AssetData.h"
#define UE_API UAFANIMGRAPHUNCOOKEDONLY_API
class URigVMNode;
class UAnimNextController;
class URigVMController;
class UAnimNextRigVMAssetEditorData;
struct FAnimNextAssetRegistryExports;
// Gets a 'pin path' (e.g. MyTrait.MyMember from GET_PIN_PATH_STRING_CHECKED(FMyTrait, MyMember)) while statically verifying that the
// struct amen member exist
#define GET_PIN_PATH_STRING_CHECKED(StructName, MemberName) \
((void)sizeof(UEAsserts_Private::GetMemberNameCheckedJunk(((StructName*)0)->MemberName)), StructName::StaticStruct()->GetName() + TEXT("." #MemberName))
namespace UE::UAF::UncookedOnly
{
struct FAnimGraphUtils
{
/** Set up a simple animation graph */
static UE_API void SetupAnimGraph(const FName EntryName, URigVMController* InController, bool bSetupUndoRedo = true, bool bPrintPythonCommand = false);
/** Check whether the supplied node is a trait stack */
static UE_API bool IsTraitStackNode(const URigVMNode* InModelNode);
static UE_API bool RequestVMAutoRecompile(UAnimNextRigVMAssetEditorData* EditorData);
};
}
#undef UE_API