Files
UnrealEngineUWP/Engine/Source/Developer/RigVMDeveloper/Public/RigVMModel/Nodes/RigVMInvokeEntryNode.h
Helge Mathee 0edf08d7f8 RigVM: Invoke Entry functionality for the model
#rb benoit.gadreau
#jira UE-153498
#preflight https://horde.devtools.epicgames.com/job/629733a2ed7762ca42de8245

[CL 20450402 by Helge Mathee in ue5-main branch]
2022-06-01 05:56:08 -04:00

48 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RigVMModel/RigVMNode.h"
#include "RigVMInvokeEntryNode.generated.h"
/**
* The Invoke Entry Node is used to invoke another entry from the
* the currently running entry.
*/
UCLASS(BlueprintType)
class RIGVMDEVELOPER_API URigVMInvokeEntryNode : public URigVMNode
{
GENERATED_BODY()
public:
// Default constructor
URigVMInvokeEntryNode();
// Override of node title
virtual FString GetNodeTitle() const;
// Returns the name of the entry to run
UFUNCTION(BlueprintCallable, Category = RigVMInvokeEntryNode)
FName GetEntryName() const;
// Override of node title
virtual FLinearColor GetNodeColor() const override { return FLinearColor::Blue; }
virtual bool IsDefinedAsVarying() const override { return true; }
private:
static const FString EntryName;
URigVMPin* GetEntryNamePin() const;
friend class URigVMController;
friend class UControlRigBlueprint;
friend struct FRigVMRemoveNodeAction;
friend class URigVMCompiler;
friend class FRigVMParserAST;
friend class URigVMPin;
};