/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #pragma once #include "Components/ActorComponent.h" #include "SpineBoneDriverComponent.generated.h" class USpineSkeletonComponent; UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class SPINEPLUGIN_API USpineBoneDriverComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) AActor* Target = 0; UPROPERTY(EditAnywhere, BlueprintReadWrite) FString BoneName; UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UsePosition = true; UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UseRotation = true; UPROPERTY(EditAnywhere, BlueprintReadWrite) bool UseScale = true; USpineBoneDriverComponent(); virtual void BeginPlay() override; virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override; protected: UFUNCTION() void BeforeUpdateWorldTransform(USpineSkeletonComponent* skeleton); USpineSkeletonComponent* lastBoundComponent = nullptr; };