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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]
38 lines
1.4 KiB
C++
38 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 "AnimStateNodeBase.h"
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#include "AnimStateConduitNode.generated.h"
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UCLASS(MinimalAPI)
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class UAnimStateConduitNode : public UAnimStateNodeBase
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{
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GENERATED_UCLASS_BODY()
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public:
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// The transition graph for this conduit; it's a logic graph, not an animation graph
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UPROPERTY()
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class UEdGraph* BoundGraph;
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// Begin UEdGraphNode interface
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virtual void AllocateDefaultPins() override;
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virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual bool CanDuplicateNode() const override { return true; }
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virtual void PostPasteNode() override;
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virtual void PostPlacedNewNode() override;
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virtual void DestroyNode() override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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// End UEdGraphNode interface
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// Begin UAnimStateNodeBase interface
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virtual UEdGraphPin* GetInputPin() const override;
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virtual UEdGraphPin* GetOutputPin() const override;
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virtual FString GetStateName() const override;
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virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = true) override;
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virtual FString GetDesiredNewNodeName() const override;
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virtual UEdGraph* GetBoundGraph() const override { return BoundGraph; }
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// End of UAnimStateNodeBase interface
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};
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