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

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1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraph.h"
#include "Animation/AnimClassInterface.h"
#include "AnimGraphNode_Base.h"
#include "AnimationGraph.generated.h"
#define UE_API ANIMGRAPH_API
class UEdGraphPin;
/** Delegate fired when a pin's default value is changed */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPinDefaultValueChanged, UEdGraphPin* /*InPinThatChanged*/)
UCLASS(MinimalAPI, BlueprintType)
class UAnimationGraph : public UEdGraph
{
GENERATED_UCLASS_BODY()
/** Delegate fired when a pin's default value is changed */
FOnPinDefaultValueChanged OnPinDefaultValueChanged;
/** Blending options for animation graphs in Linked Animation Blueprints. */
UPROPERTY(EditAnywhere, Category = GraphBlending, meta = (ShowOnlyInnerProperties))
FAnimGraphBlendOptions BlendOptions;
/** Returns contained graph nodes of the specified (or child) class */
UFUNCTION(BlueprintCallable, Category=AnimationGraph)
UE_API void GetGraphNodesOfClass(TSubclassOf<UAnimGraphNode_Base> NodeClass, TArray<UAnimGraphNode_Base*>& GraphNodes, bool bIncludeChildClasses = true);
private:
// UObject interface
UE_API virtual void PostEditUndo() override;
// Reconstruct layer nodes post-undo
UE_API void ReconstructLayerNodes() const;
};
#undef UE_API