// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimStateNodeBase.h" #include "AnimStateConduitNode.generated.h" UCLASS(MinimalAPI) class UAnimStateConduitNode : public UAnimStateNodeBase { GENERATED_UCLASS_BODY() public: // The transition graph for this conduit; it's a logic graph, not an animation graph UPROPERTY() class UEdGraph* BoundGraph; // Begin UEdGraphNode interface virtual void AllocateDefaultPins() OVERRIDE; virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE; virtual FString GetTooltip() const OVERRIDE; virtual bool CanDuplicateNode() const OVERRIDE { return true; } virtual void PostPasteNode() OVERRIDE; virtual void PostPlacedNewNode() OVERRIDE; virtual void DestroyNode() OVERRIDE; virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE; // End UEdGraphNode interface // Begin UAnimStateNodeBase interface virtual UEdGraphPin* GetInputPin() const OVERRIDE; virtual UEdGraphPin* GetOutputPin() const OVERRIDE; virtual FString GetStateName() const OVERRIDE; virtual void GetTransitionList(TArray& OutTransitions, bool bWantSortedList = true) OVERRIDE; virtual FString GetDesiredNewNodeName() const OVERRIDE; virtual UEdGraph* GetBoundGraph() const OVERRIDE { return BoundGraph; } // End of UAnimStateNodeBase interface };