Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/MaterialGraph/MaterialGraphNode_Root.h
Ben Ingram 9f80c7620f Track both input/output types for material graph connections
Pins are now color-coded by type in addition to wires
#rb none
#preflight 62322c52e2541b4ff3b46c72
#jira UE-145274

[CL 19409438 by Ben Ingram in ue5-main branch]
2022-03-16 14:53:30 -04:00

38 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "MaterialGraph/MaterialGraphNode_Base.h"
#include "MaterialGraphNode_Root.generated.h"
class UEdGraphPin;
UCLASS(MinimalAPI)
class UMaterialGraphNode_Root : public UMaterialGraphNode_Base
{
GENERATED_UCLASS_BODY()
/** Material whose inputs this root node represents */
UPROPERTY()
TObjectPtr<class UMaterial> Material;
//~ Begin UEdGraphNode Interface.
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual bool CanUserDeleteNode() const override { return false; }
virtual bool CanDuplicateNode() const override { return false; }
virtual void PostPlacedNewNode() override;
//~ End UEdGraphNode Interface.
//~ Begin UMaterialGraphNode_Base Interface
virtual UObject* GetMaterialNodeOwner() const override;
virtual int32 GetSourceIndexForInputIndex(int32 InputIndex) const override;
virtual uint32 GetPinMaterialType(const UEdGraphPin* Pin) const override;
virtual void CreateInputPins() override;
virtual bool IsRootNode() const override {return true;}
//~ End UMaterialGraphNode_Base Interface
};