Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_Trail.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

41 lines
1.2 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_Trail.h"
#include "AnimGraphNode_Trail.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_Trail : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_Trail Node;
public:
// UObject interface
virtual void PostLoad() override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};