Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_StateResult.h
Thomas Sarkanen 6621552a0c Anim graph root node is now hooked up at class Link() time
This ensures that the index/ptr is self-consistent with the compiled graph properties.
Added a new anim graph node and anim node that StateResult node suse now. No funcitonal change, but a different inheritance/data hierarchy. Added some mismatched tag handling for serialization to deal with upgrading old content.
Added a Dev-Anim object version header.

#rb Benn.Gallagher
#jira UE-42662 - Investigate how to verify root property in AnimBlueprintGeneratedClass

[CL 4275035 by Thomas Sarkanen in Dev-Anim branch]
2018-08-10 10:25:16 -04:00

37 lines
1.1 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "AnimNodes/AnimNode_StateResult.h"
#include "AnimGraphNode_StateResult.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_StateResult : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_StateResult Node;
//~ Begin UEdGraphNode Interface.
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool CanUserDeleteNode() const override { return false; }
virtual bool CanDuplicateNode() const override { return false; }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
//~ End UEdGraphNode Interface.
//~ Begin UAnimGraphNode_Base Interface
virtual bool IsSinkNode() const override;
// Get the link to the documentation
virtual FString GetDocumentationLink() const override;
//~ End UAnimGraphNode_Base Interface
};