Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Classes/EnvironmentQueryGraphNode.h
Bob Tellez 96c40b8974 Merging UE4-Fortnite -> Main using CL#2047477
[CL 2049479 by Bob Tellez in Main branch]
2014-04-23 19:29:53 -04:00

49 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EnvironmentQueryGraphNode.generated.h"
UCLASS()
class UEnvironmentQueryGraphNode : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
UPROPERTY()
UObject* NodeInstance;
/** subnode index assigned during copy operation to connect nodes again on paste */
UPROPERTY()
int32 CopySubNodeIndex;
/** Get the BT graph that owns this node */
virtual class UEnvironmentQueryGraph* GetEnvironmentQueryGraph();
virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE;
virtual void PostEditImport() OVERRIDE;
virtual void PrepareForCopying() OVERRIDE;
virtual void PostCopyNode();
// @return the input pin for this state
virtual UEdGraphPin* GetInputPin(int32 InputIndex=0) const;
// @return the output pin for this state
virtual UEdGraphPin* GetOutputPin(int32 InputIndex=0) const;
//
virtual UEdGraph* GetBoundGraph() const { return NULL; }
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FText GetDescription() const;
virtual void NodeConnectionListChanged() OVERRIDE;
virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const OVERRIDE;
virtual bool IsSubNode() const { return false; }
UClass* EnvQueryNodeClass;
protected:
virtual void ResetNodeOwner();
};