Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintNodeOptionalPinManager.h
jeanmichel dignard 2ce7666d2d Copying //UE4/Dev-Core [at] 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

#ROBOMERGE-OWNER: jeanmichel.dignard
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 10708666 in //UE4/Main/...
#ROBOMERGE-BOT: TOOLS (Main -> Dev-Tools-Staging) (v626-10872990)

[CL 10898071 by jeanmichel dignard in Dev-Tools-Staging branch]
2020-01-07 15:54:23 -05:00

29 lines
1.2 KiB
C++

// Copyright 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(FProperty* TestProperty, FOptionalPinFromProperty& Record) const override;
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty* Property) const override;
virtual void PostInitNewPin(UEdGraphPin* Pin, FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
virtual void PostRemovedOldPin(FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
void AllocateDefaultPins(UStruct* SourceStruct, uint8* StructBasePtr, uint8* DefaultsPtr);
};