Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_TransitionPoseEvaluator.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

48 lines
1.5 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Layout/Visibility.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_TransitionPoseEvaluator.h"
#include "AnimGraphNode_TransitionPoseEvaluator.generated.h"
class FBlueprintActionDatabaseRegistrar;
class IDetailLayoutBuilder;
UCLASS(MinimalAPI)
class UAnimGraphNode_TransitionPoseEvaluator : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
FAnimNode_TransitionPoseEvaluator Node;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
virtual bool CanDuplicateNode() const override { return false; }
virtual bool CanUserDeleteNode() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// End of UAnimGraphNode_Base interface
// UK2Node interface.
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
private:
// Details customization helpers
EVisibility GetCacheFramesVisibility() const;
// End of UK2Node interface
};