Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimStateNodeBase.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

60 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNode.h"
#include "AnimStateNodeBase.generated.h"
class INameValidatorInterface;
class UAnimBlueprint;
class UEdGraph;
class UEdGraphPin;
class UEdGraphSchema;
UCLASS(MinimalAPI, abstract)
class UAnimStateNodeBase : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
virtual void Serialize(FArchive& Ar) override;
virtual void PostLoad() override;
// UEdGraphNode interface
virtual void PostPasteNode() override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual bool CanJumpToDefinition() const override;
virtual void JumpToDefinition() 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; }
virtual void ClearBoundGraph() {}
ANIMGRAPH_API UAnimBlueprint* GetAnimBlueprint() const;
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;
};