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

42 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_StateMachine.h"
#include "AnimGraphNode_StateMachineBase.generated.h"
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_StateMachineBase : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
// Editor state machine representation
UPROPERTY()
class UAnimationStateMachineGraph* EditorStateMachineGraph;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void PostPlacedNewNode() override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual void DestroyNode() override;
virtual void PostPasteNode() override;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
virtual FString GetDocumentationLink() const override;
virtual void OnRenameNode(const FString& NewName) override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
// End of UAnimGraphNode_Base interface
// @return the name of this state machine
FString GetStateMachineName();
// Interface for derived classes to implement
virtual FAnimNode_StateMachine& GetNode() PURE_VIRTUAL(UAnimGraphNode_StateMachineBase::GetNode, static FAnimNode_StateMachine Dummy; return Dummy;);
// End of my interface
};