Add Games File
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// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
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/*
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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 "BoneControllers/AnimNode_ModifyBone.h"
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#include "AnimNode_VrmPoseBlendNode.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_PoseBlendNode.h"
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#include "UnrealWidget.h"
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#include "AnimNodeEditMode.h"
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#include "AnimGraphNode_VrmPoseBlendNode.generated.h"
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class FCompilerResultsLog;
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class FPrimitiveDrawInterface;
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class USkeletalMeshComponent;
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UCLASS(meta=(Keywords = "VRM4U"))
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class UAnimGraphNode_VrmPoseBlendNode : public UAnimGraphNode_PoseBlendNode
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{
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GENERATED_UCLASS_BODY()
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//UPROPERTY(EditAnywhere, Category=Settings)
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//FAnimNode_VrmPoseBlendNode Node;
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UPROPERTY(EditAnywhere, Category = Preview)
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bool bPreviewLive = true;
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UPROPERTY(EditAnywhere, Category = Preview)
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bool bPreviewForeground = true;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetMenuCategory() const;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void PreloadRequiredAssets() override;
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UAnimationAsset* GetAnimationAsset() const override;
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virtual TSubclassOf<UAnimationAsset> GetAnimationAssetClass() const override;
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virtual void OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const override {}
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virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
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virtual bool DoesSupportTimeForTransitionGetter() const override { return true; }
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virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
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virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
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virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override {}
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protected:
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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// virtual FEditorModeID GetEditorMode() const override;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
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virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override;
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// End of UAnimGraphNode_Base interface
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private:
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FNodeTitleTextTable CachedNodeTitles;
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// storing current widget mode
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int32 CurWidgetMode;
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static FText GetTitleGivenAssetInfo2(const FText& AssetName);
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};
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*/
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// 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 "AnimGraphNode_PoseHandler.h"
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//#include "AnimNodes/AnimNode_PoseBlendNode.h"
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#include "AnimNode_VrmPoseBlendNode.h"
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#include "AnimGraphNode_VrmPoseBlendNode.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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UCLASS(MinimalAPI)
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class UAnimGraphNode_VrmPoseBlendNode : public UAnimGraphNode_PoseHandler
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_VrmPoseBlendNode Node;
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetMenuCategory() const override;
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// End of UEdGraphNode
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// UAnimGraphNode_Base interface
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// Interface to support transition getter
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virtual bool DoesSupportTimeForTransitionGetter() const override;
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virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
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virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
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// End of UAnimGraphNode_Base
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#if UE_VERSION_OLDER_THAN(4,24,0)
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#else
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// UK2Node interface
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virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
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// End of UK2Node interface
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#endif
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private:
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FText GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const;
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private:
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static FText GetTitleGivenAssetInfo(const FText& AssetName);
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/** Used for filtering in the Blueprint context menu when the pose asset this node uses is unloaded */
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FString UnloadedSkeletonName;
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protected:
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virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
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virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
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protected:
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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public:
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virtual void PreloadRequiredAssets() override;
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UAnimationAsset* GetAnimationAsset() const override;
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#if UE_VERSION_OLDER_THAN(5,0,0)
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#else
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virtual TSubclassOf<UAnimationAsset> GetAnimationAssetClass() const override;
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virtual void OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext & InContext) const override;
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#endif
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virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
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#if UE_VERSION_OLDER_THAN(4,26,0)
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#elif UE_VERSION_OLDER_THAN(5,0,0)
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virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override {
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}
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#endif
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};
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