AnimNode_NAME.h
#pragma once
#include "Animation/AnimNodeBase.h"
//#include "AnimGraphNode_NAME.h"
#include "SkeletonBinding.h"
#include "AnimNode_NAME.generated.h"
USTRUCT()
struct FAnimNode_NAME : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
public:
// The input pose is segmented into two:
// - The FK input pose that serves as a bias for the solver.
// - The task targets appended at the end.
//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
UPROPERTY(Transient)
FPoseLink InPose;
//these are boxes that show on the graph node
UPROPERTY(EditAnywhere, Category=Server, meta=(PinShownByDefault))
FString ServerName;
UPROPERTY(EditAnywhere, Category=Server,meta=(PinShownByDefault))
FString PortNumber;
public:
FAnimNode_DataStream();
~FAnimNode_DataStream();
// FAnimNode_Base interface
virtual void Initialize(const FAnimationInitializeContext& Context) override;
virtual void Update(const FAnimationUpdateContext& Context) override;
virtual void Evaluate(FPoseContext& Output) override;
virtual void CacheBones(const FAnimationCacheBonesContext & Context) override;
// End of FAnimNode_Base interface
private:
bool DoReconnect;
};