Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimStateConduitNode.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

38 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimStateNodeBase.h"
#include "AnimStateConduitNode.generated.h"
UCLASS(MinimalAPI)
class UAnimStateConduitNode : public UAnimStateNodeBase
{
GENERATED_UCLASS_BODY()
public:
// The transition graph for this conduit; it's a logic graph, not an animation graph
UPROPERTY()
class UEdGraph* BoundGraph;
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool CanDuplicateNode() const override { return true; }
virtual void PostPasteNode() override;
virtual void PostPlacedNewNode() override;
virtual void DestroyNode() override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
// End UEdGraphNode interface
// Begin UAnimStateNodeBase interface
virtual UEdGraphPin* GetInputPin() const override;
virtual UEdGraphPin* GetOutputPin() const override;
virtual FString GetStateName() const override;
virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = true) override;
virtual FString GetDesiredNewNodeName() const override;
virtual UEdGraph* GetBoundGraph() const override { return BoundGraph; }
// End of UAnimStateNodeBase interface
};