Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimStateNodeBase.h
Mikolaj Sieluzycki bbcea54981 #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2055361 by Mikolaj Sieluzycki in Main branch]
2014-04-24 08:49:31 -04:00

44 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EdGraph/EdGraphNode.h"
#include "AnimStateNodeBase.generated.h"
UCLASS(MinimalAPI, abstract)
class UAnimStateNodeBase : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
// UEdGraphNode interface
virtual void PostPasteNode() OVERRIDE;
virtual UObject* GetJumpTargetForDoubleClick() const OVERRIDE;
virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* Schema) const OVERRIDE;
virtual void OnRenameNode(const FString& NewName) OVERRIDE;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const OVERRIDE;
// End of UEdGraphNode interface
// @return the input pin for this state
ANIMGRAPH_API virtual UEdGraphPin* GetInputPin() const { return NULL; }
// @return the output pin for this state
ANIMGRAPH_API virtual UEdGraphPin* GetOutputPin() const { return NULL; }
// @return the name of this state
ANIMGRAPH_API virtual FString GetStateName() const { return TEXT("BaseState"); }
// Populates the OutTransitions array with a list of transition nodes connected to this state
ANIMGRAPH_API virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = false) { }
//
virtual UEdGraph* GetBoundGraph() const { return NULL; }
protected:
// Name used as a seed when pasting nodes
virtual FString GetDesiredNewNodeName() const { return TEXT("State"); }
public:
// Gets the animation state node documentation link
virtual FString GetDocumentationLink() const OVERRIDE;
};