// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action. #pragma once #include "CoreMinimal.h" #include "AnimGraphNode_Base.h" #include "Nodes/AnimNode_OLSMask.h" #include "AnimGraphNode_OLSMask.generated.h" /** * */ UCLASS(MinimalAPI) class UAnimGraphNode_OLSMask : public UAnimGraphNode_Base { GENERATED_BODY() public: UAnimGraphNode_OLSMask(const FObjectInitializer& objectInitializer); private: // UEdGraphNode interface virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; // End of UEdGraphNode interface // UAnimGraphNode_Base interface virtual FString GetNodeCategory() const override; virtual void PreloadRequiredAssets() override; virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override; // End of UAnimGraphNode_Base interface // Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished virtual void ValidateAnimNodeDuringCompilation(class USkeleton* skeleton, class FCompilerResultsLog& MessageLog) override; // End of UAnimGraphNode_Base interface private: UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_OLSMask Node; };