Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_LayeredBoneBlend.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

39 lines
1.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_BlendListBase.h"
#include "Animation/AnimNode_LayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_LayeredBoneBlend : public UAnimGraphNode_BlendListBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_LayeredBoneBlend Node;
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
// Adds a new pose pin
//@TODO: Generalize this behavior (returning a list of actions/delegates maybe?)
ANIMGRAPH_API virtual void AddPinToBlendByFilter();
ANIMGRAPH_API virtual void RemovePinFromBlendByFilter(UEdGraphPin* Pin);
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
// End of UK2Node interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
// End of UAnimGraphNode_Base interface
};