Open 3D Engine EMotionFX Gem API Reference  24.09
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EMotionFX::NodeAttribute Class Referenceabstract

#include <NodeAttribute.h>

Inherits MCore::RefCounted.

Public Member Functions

virtual uint32 GetType () const =0
 
virtual const char * GetTypeString () const =0
 
virtual NodeAttributeClone () const =0
 
- Public Member Functions inherited from MCore::RefCounted
 RefCounted ()
 
virtual ~RefCounted ()
 
void IncreaseReferenceCount ()
 
void DecreaseReferenceCount ()
 
void Destroy ()
 
uint32 GetReferenceCount () const
 

Protected Member Functions

 NodeAttribute ()
 
virtual ~NodeAttribute ()
 
- Protected Member Functions inherited from MCore::RefCounted
virtual void Delete ()
 

Detailed Description

The node attribute base class. Custom attributes can be attached to every node. An example of an attribute could be physics properties. In order to create your own node attribute, simply inherit a class from this base class.

Constructor & Destructor Documentation

◆ NodeAttribute()

EMotionFX::NodeAttribute::NodeAttribute ( )
inlineprotected

The constructor.

◆ ~NodeAttribute()

virtual EMotionFX::NodeAttribute::~NodeAttribute ( )
inlineprotectedvirtual

The destructor.

Member Function Documentation

◆ Clone()

virtual NodeAttribute* EMotionFX::NodeAttribute::Clone ( ) const
pure virtual

Clone the node attribute.

Returns
Returns a pointer to a newly created exact copy of the node attribute.

◆ GetType()

virtual uint32 EMotionFX::NodeAttribute::GetType ( ) const
pure virtual

Get the attribute type.

Returns
The attribute ID.

◆ GetTypeString()

virtual const char* EMotionFX::NodeAttribute::GetTypeString ( ) const
pure virtual

Get the attribute type as a string. This string should contain the name of the class.

Returns
The string containing the type name.

The documentation for this class was generated from the following file: