Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SaveCachedPose.h
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

32 lines
1.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_SaveCachedPose.h"
#include "AnimGraphNode_SaveCachedPose.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SaveCachedPose : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SaveCachedPose Node;
UPROPERTY(EditAnywhere, Category=CachedPose)
FString CacheName;
// UEdGraphNode interface
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void OnRenameNode(const FString& NewName) override;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
virtual bool IsSinkNode() const override { return true; }
// End of UAnimGraphNode_Base interface
};