// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "EnvironmentQueryGraphNode.generated.h" UCLASS() class UEnvironmentQueryGraphNode : public UEdGraphNode { GENERATED_UCLASS_BODY() UPROPERTY() UObject* NodeInstance; /** subnode index assigned during copy operation to connect nodes again on paste */ UPROPERTY() int32 CopySubNodeIndex; /** Get the BT graph that owns this node */ virtual class UEnvironmentQueryGraph* GetEnvironmentQueryGraph(); virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE; virtual void PostEditImport() OVERRIDE; virtual void PrepareForCopying() OVERRIDE; virtual void PostCopyNode(); // @return the input pin for this state virtual UEdGraphPin* GetInputPin(int32 InputIndex=0) const; // @return the output pin for this state virtual UEdGraphPin* GetOutputPin(int32 InputIndex=0) const; // virtual UEdGraph* GetBoundGraph() const { return NULL; } virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE; virtual FText GetDescription() const; virtual void NodeConnectionListChanged() OVERRIDE; virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const OVERRIDE; virtual bool IsSubNode() const { return false; } UClass* EnvQueryNodeClass; protected: virtual void ResetNodeOwner(); };