Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MatineeController.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

54 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "K2Node.h"
#include "K2Node_MatineeController.generated.h"
class AActor;
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
class UEdGraphPin;
UCLASS(MinimalAPI)
class UK2Node_MatineeController : public UK2Node
{
GENERATED_UCLASS_BODY()
/** The matinee actor in the level that this node controls */
UPROPERTY(EditAnywhere, Category=K2Node_MatineeController)
TObjectPtr<class AMatineeActor> MatineeActor;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual void PreloadRequiredAssets() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool CanDuplicateNode() const override { return false; }
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodeSafeToIgnore() const override { return true; }
virtual AActor* GetReferencedLevelActor() const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
//~ End UK2Node Interface
//~ Begin UObject Interface
virtual void BeginDestroy() override;
//~ End UObject Interface
/** Gets the "finished playing matinee sequence" pin */
UEdGraphPin* GetFinishedPin() const;
private:
void OnEventKeyframeAdded(const class AMatineeActor* InMatineeActor, const FName& InPinName, int32 InIndex);
void OnEventKeyframeRenamed(const class AMatineeActor* InMatineeActor, const FName& InOldPinName, const FName& InNewPinName);
void OnEventKeyframeRemoved(const class AMatineeActor* InMatineeActor, const TArray<FName>& InPinNames);
};