// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "K2Node.h" #include "AnimGraphNode_Base.h" #include "K2Node_AnimNodeReference.generated.h" UCLASS() class ANIMGRAPH_API UK2Node_AnimNodeReference : public UK2Node { public: GENERATED_BODY() // Get the text used for the node's label FText GetLabelText() const; private: /** The node tag we reference */ UPROPERTY() FName Tag; // UEdGraphNode interface virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void AddSearchMetaDataInfo(TArray& OutTaggedMetaData) const override; virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override; // UK2Node interface virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual bool IsNodePure() const override { return true; } virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override; virtual FText GetMenuCategory() const override; virtual bool DrawNodeAsVariable() const override { return true; } virtual FText GetTooltipText() const override; };