// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "AnimGraphNode_Base.h" #include "EdGraph/EdGraphNodeUtils.h" #include "Animation/AnimNode_StateMachine.h" #include "AnimGraphNode_StateMachineBase.generated.h" class INameValidatorInterface; UCLASS(Abstract) class ANIMGRAPH_API UAnimGraphNode_StateMachineBase : public UAnimGraphNode_Base { GENERATED_UCLASS_BODY() // Editor state machine representation UPROPERTY() class UAnimationStateMachineGraph* EditorStateMachineGraph; // UEdGraphNode interface virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void PostPlacedNewNode() override; virtual UObject* GetJumpTargetForDoubleClick() const override; virtual void JumpToDefinition() const override; virtual void DestroyNode() override; virtual void PostPasteNode() override; virtual TSharedPtr MakeNameValidator() const override; virtual FString GetDocumentationLink() const override; virtual void OnRenameNode(const FString& NewName) override; // End of UEdGraphNode interface // UAnimGraphNode_Base interface virtual FString GetNodeCategory() const override; // End of UAnimGraphNode_Base interface // @return the name of this state machine FString GetStateMachineName(); // Interface for derived classes to implement virtual FAnimNode_StateMachine& GetNode() PURE_VIRTUAL(UAnimGraphNode_StateMachineBase::GetNode, static FAnimNode_StateMachine Dummy; return Dummy;); // End of my interface private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedFullTitle; };