Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
halfdan ingvarsson 0e50cd24fe Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none
#trivial

[CL 14823295 by halfdan ingvarsson in ue5-main branch]
2020-11-30 16:40:07 -04:00

53 lines
1.9 KiB
C++

// Copyright 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<class INameValidatorInterface> 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;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) 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;
};