Files
UnrealEngineUWP/Engine/Plugins/Animation/ControlRig/Source/ControlRigDeveloper/Public/Graph/ControlRigGraphSchema.h
helge mathee 2e92ee6b12 RigVM: Replace static use of FString / FName
#rb sara.schvartzman
#jira UE-210404
#rnx

[CL 32466939 by helge mathee in ue5-main branch]
2024-03-25 07:13:37 -04:00

38 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ControlRigGraphNode.h"
#include "GraphEditorDragDropAction.h"
#include "RigVMModel/RigVMGraph.h"
#include "EdGraphSchema_K2_Actions.h"
#include "EdGraph/RigVMEdGraphSchema.h"
#include "ControlRigGraphSchema.generated.h"
class UControlRigBlueprint;
class UControlRigGraph;
class UControlRigGraphNode;
class UControlRigGraphNode_Unit;
class UControlRigGraphNode_Property;
UCLASS()
class CONTROLRIGDEVELOPER_API UControlRigGraphSchema : public URigVMEdGraphSchema
{
GENERATED_BODY()
public:
/** Name constants */
static inline const FLazyName GraphName_ControlRig = FLazyName(TEXT("Rig"));
public:
UControlRigGraphSchema();
// UEdGraphSchema interface
virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const override;
// URigVMEdGraphSchema interface
virtual const FLazyName& GetRootGraphName() const override { return GraphName_ControlRig; }
virtual bool IsRigVMDefaultEvent(const FName& InEventName) const override;
};