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#jira UE-13391 - Delete old BP menu system (is causing confusion) #codereview Mike.Beach [CL 2514361 by Michael Schoell in Main branch]
41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_Base.h"
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#include "Animation/AnimNode_SaveCachedPose.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
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#include "AnimGraphNode_SaveCachedPose.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_SaveCachedPose : public UAnimGraphNode_Base
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_SaveCachedPose Node;
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UPROPERTY(EditAnywhere, Category=CachedPose)
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FString CacheName;
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// UEdGraphNode interface
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void OnRenameNode(const FString& NewName) override;
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virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
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virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
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// End of UEdGraphNode interface
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// UK2Node interface.
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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// End of UK2Node interface
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// UAnimGraphNode_Base interface
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virtual FString GetNodeCategory() const override;
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virtual bool IsSinkNode() const override { return true; }
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// End of UAnimGraphNode_Base interface
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTextCache CachedNodeTitle;
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};
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