Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintNodeOptionalPinManager.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

29 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "K2Node.h"
class UEdGraphPin;
struct FAnimBlueprintNodeOptionalPinManager : public FOptionalPinManager
{
protected:
class UAnimGraphNode_Base* BaseNode;
TArray<UEdGraphPin*>* OldPins;
TMap<FName, UEdGraphPin*> OldPinMap;
public:
FAnimBlueprintNodeOptionalPinManager(class UAnimGraphNode_Base* Node, TArray<UEdGraphPin*>* InOldPins);
/** FOptionalPinManager interface */
virtual void GetRecordDefaults(FProperty* TestProperty, FOptionalPinFromProperty& Record) const override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty* Property) const override;
virtual void PostInitNewPin(UEdGraphPin* Pin, FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
virtual void PostRemovedOldPin(FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
void AllocateDefaultPins(UStruct* SourceStruct, uint8* StructBasePtr, uint8* DefaultsPtr);
};