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