Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_LayeredBoneBlend.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

35 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_BlendListBase.h"
#include "Animation/AnimNode_LayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_LayeredBoneBlend : public UAnimGraphNode_BlendListBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_LayeredBoneBlend Node;
// Adds a new pose pin
//@TODO: Generalize this behavior (returning a list of actions/delegates maybe?)
ANIMGRAPH_API virtual void AddPinToBlendByFilter();
ANIMGRAPH_API virtual void RemovePinFromBlendByFilter(UEdGraphPin* Pin);
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
// End of UK2Node interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
// End of UAnimGraphNode_Base interface
};