Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintNodeOptionalPinManager.h
Ben Marsh 530369c613 Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 4662695 by Ben Marsh in Dev-Build branch]
2018-12-14 14:49:12 -05:00

29 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "K2Node.h"
class UEdGraphPin;
struct FAnimBlueprintNodeOptionalPinManager : public FOptionalPinManager
{
protected:
class UAnimGraphNode_Base* BaseNode;
TArray<UEdGraphPin*>* OldPins;
TMap<FName, UEdGraphPin*> OldPinMap;
public:
FAnimBlueprintNodeOptionalPinManager(class UAnimGraphNode_Base* Node, TArray<UEdGraphPin*>* InOldPins);
/** FOptionalPinManager interface */
virtual void GetRecordDefaults(UProperty* TestProperty, FOptionalPinFromProperty& Record) const override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, UProperty* Property) const override;
virtual void PostInitNewPin(UEdGraphPin* Pin, FOptionalPinFromProperty& Record, int32 ArrayIndex, UProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
virtual void PostRemovedOldPin(FOptionalPinFromProperty& Record, int32 ArrayIndex, UProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
void AllocateDefaultPins(UStruct* SourceStruct, uint8* StructBasePtr, uint8* DefaultsPtr);
};