/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #pragma once #include "Components/ActorComponent.h" #include "SpineBoneFollowerComponent.generated.h" UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent)) class SPINEPLUGIN_API USpineBoneFollowerComponent : public USceneComponent { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) AActor *Target = 0; UPROPERTY(EditAnywhere, BlueprintReadWrite) FString BoneName; //Updates just this component when set to true. Updates owning actor otherwise. UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UseComponentTransform = false; UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UsePosition = true; UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UseRotation = true; UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UseScale = true; USpineBoneFollowerComponent(); virtual void BeginPlay() override; virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override; };