Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SaveCachedPose.h
Michael Schoell 63b7360ae0 Removed the Blueprint Editor's legacy node menu system.
#jira UE-13391 - Delete old BP menu system (is causing confusion)

#codereview Mike.Beach

[CL 2514361 by Michael Schoell in Main branch]
2015-04-16 11:47:54 -04:00

41 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_SaveCachedPose.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "AnimGraphNode_SaveCachedPose.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SaveCachedPose : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SaveCachedPose Node;
UPROPERTY(EditAnywhere, Category=CachedPose)
FString CacheName;
// UEdGraphNode interface
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void OnRenameNode(const FString& NewName) override;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
// End of UEdGraphNode interface
// UK2Node interface.
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual bool IsSinkNode() const override { return true; }
// End of UAnimGraphNode_Base interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};