Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_Root.h
Lina Halper bb3cbeb9d2 #ANIM: Moving available animnodes to AnimGraphRuntime module
[CL 2629295 by Lina Halper in Main branch]
2015-07-22 14:37:24 -04:00

33 lines
1.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "AnimNodes/AnimNode_Root.h"
#include "AnimGraphNode_Root.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_Root : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_Root Node;
// Begin UEdGraphNode interface.
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool CanUserDeleteNode() const override { return false; }
virtual bool CanDuplicateNode() const override { return false; }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End UEdGraphNode interface.
// UAnimGraphNode_Base interface
virtual bool IsSinkNode() const override;
// Get the link to the documentation
virtual FString GetDocumentationLink() const override;
// End of UAnimGraphNode_Base interface
};