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FunnyGirl/Plugins/VRM4U/Source/VRM4U/Public/AnimNode_VrmCopyHandBone.h
T
2026-05-19 13:42:41 +07:00

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1.7 KiB
C++

// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_ModifyBone.h"
#include "AnimNode_VrmCopyHandBone.generated.h"
class USkeletalMeshComponent;
class UVrmMetaObject;
/**
* Simple controller that replaces or adds to the translation/rotation of a single bone.
*/
USTRUCT(BlueprintInternalUseOnly)
struct VRM4U_API FAnimNode_VrmCopyHandBone : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Skeleton, meta=(PinShownByDefault))
USkeletalMeshComponent *SkeletalMeshComponentLeft = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Skeleton, meta=(PinShownByDefault))
USkeletalMeshComponent *SkeletalMeshComponentRight = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta=(PinShownByDefault))
UVrmMetaObject *VrmMetaObject = nullptr;
FAnimNode_VrmCopyHandBone();
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};