Files
UnrealEngineUWP/Engine/Source/Editor/ReferenceViewer/Classes/ReferenceViewerSchema.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

26 lines
1.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ReferenceViewerSchema.generated.h"
UCLASS()
class UReferenceViewerSchema : public UEdGraphSchema
{
GENERATED_UCLASS_BODY()
public:
// UEdGraphSchema interface
virtual void GetContextMenuActions(const UEdGraph* CurrentGraph, const UEdGraphNode* InGraphNode, const UEdGraphPin* InGraphPin, class FMenuBuilder* MenuBuilder, bool bIsDebugging) const override;
virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const override;
virtual void BreakPinLinks(UEdGraphPin& TargetPin, bool bSendsNodeNotifcation) const override;
virtual void BreakSinglePinLink(UEdGraphPin* SourcePin, UEdGraphPin* TargetPin) override;
virtual FPinConnectionResponse MovePinLinks(UEdGraphPin& MoveFromPin, UEdGraphPin& MoveToPin, bool bIsItermeadiateMove = false) const override;
virtual FPinConnectionResponse CopyPinLinks(UEdGraphPin& CopyFromPin, UEdGraphPin& CopyToPin, bool bIsItermeadiateCopy = false) const override;
// End of UEdGraphSchema interface
private:
/** Constructs the sub-menu for Make Collection With Referenced Asset */
void GetMakeCollectionWithReferencedAssetsSubMenu(class FMenuBuilder& MenuBuilder);
};