Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimationTransitionSchema.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

35 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraphSchema_K2.h"
#include "AnimationTransitionSchema.generated.h"
class UAnimStateNode;
class UAnimStateTransitionNode;
struct FAnimBlueprintDebugData;
// This class is the schema for transition rule graphs in animation state machines
UCLASS(MinimalAPI)
class UAnimationTransitionSchema : public UEdGraphSchema_K2
{
GENERATED_UCLASS_BODY()
//~ Begin UEdGraphSchema Interface.
virtual void CreateDefaultNodesForGraph(UEdGraph& Graph) const override;
virtual bool CanDuplicateGraph(UEdGraph* InSourceGraph) const override { return false; }
virtual void GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const override;
virtual bool DoesSupportEventDispatcher() const override { return false; }
virtual bool ShouldAlwaysPurgeOnModification() const override { return true; }
virtual void HandleGraphBeingDeleted(UEdGraph& GraphBeingRemoved) const override;
//~ End UEdGraphSchema Interface.
private:
static UAnimStateTransitionNode* GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph);
static UAnimStateNode* GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph);
};