Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimStateConduitNode.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

45 lines
1.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimStateNodeBase.h"
#include "AnimStateConduitNode.generated.h"
class UEdGraph;
class UEdGraphPin;
UCLASS(MinimalAPI)
class UAnimStateConduitNode : public UAnimStateNodeBase
{
GENERATED_UCLASS_BODY()
public:
// The transition graph for this conduit; it's a logic graph, not an animation graph
UPROPERTY()
class UEdGraph* BoundGraph;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool CanDuplicateNode() const override { return true; }
virtual void PostPasteNode() override;
virtual void PostPlacedNewNode() override;
virtual void DestroyNode() override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End UEdGraphNode Interface
//~ Begin UAnimStateNodeBase Interface
virtual UEdGraphPin* GetInputPin() const override;
virtual UEdGraphPin* GetOutputPin() const override;
virtual FString GetStateName() const override;
virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = true) override;
virtual FString GetDesiredNewNodeName() const override;
virtual UEdGraph* GetBoundGraph() const override { return BoundGraph; }
virtual void ClearBoundGraph() override { BoundGraph = nullptr; }
//~ End UAnimStateNodeBase Interface
};