Files
FunnyGirl/Plugins/VRM4U/Source/VRM4UImporter/Private/AnimGraphNode_VrmModifyHumanoidBone.cpp
2026-05-19 13:42:41 +07:00

69 lines
2.3 KiB
C++

// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
#include "AnimGraphNode_VrmModifyHumanoidBone.h"
#include "Misc/EngineVersionComparison.h"
#include "UnrealWidget.h"
#include "AnimNodeEditModes.h"
#include "Kismet2/CompilerResultsLog.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_ModifyBone
#define LOCTEXT_NAMESPACE "A3Nodesaaaa"
UAnimGraphNode_VrmModifyHumanoidBone::UAnimGraphNode_VrmModifyHumanoidBone(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
#if UE_VERSION_OLDER_THAN(5,0,0)
CurWidgetMode = (int32)FWidget::WM_Rotate;
#else
CurWidgetMode = UE::Widget::EWidgetMode::WM_Rotate;
#endif
}
void UAnimGraphNode_VrmModifyHumanoidBone::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus virtual bone name check is invalid UE-39499 (NEED FIX)
if (ForSkeleton && !ForSkeleton->HasAnyFlags(RF_NeedPostLoad))
{
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
FText UAnimGraphNode_VrmModifyHumanoidBone::GetControllerDescription() const
{
return LOCTEXT("VrmModifyHumanoidBone", "VrmTransform (Modify) Humanoid Bone");
}
FText UAnimGraphNode_VrmModifyHumanoidBone::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_ModifyBone_Tooltip", "The Transform Bone node alters the transform - i.e. Translation, Rotation, or Scale - of the bone");
}
FText UAnimGraphNode_VrmModifyHumanoidBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return GetControllerDescription();
}
void UAnimGraphNode_VrmModifyHumanoidBone::CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode)
{
FAnimNode_VrmModifyHumanoidBone* ModifyBone = static_cast<FAnimNode_VrmModifyHumanoidBone*>(InPreviewNode);
// copies Pin values from the internal node to get data which are not compiled yet
//ModifyBone->Transform = Node.Transform;
//ModifyBone->VrmAssetList = Node.VrmAssetList;
//ModifyBone->bEnableRotation = Node.bEnableRotation;
}
//FEditorModeID UAnimGraphNode_VrmModifyHumanoidBone::GetEditorMode() const
//{
// return AnimNodeEditModes::ModifyBone;
//}
void UAnimGraphNode_VrmModifyHumanoidBone::CopyPinDefaultsToNodeData(UEdGraphPin* InPin)
{
}
#undef LOCTEXT_NAMESPACE