Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimStateNode.h
Mike Fricker 114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00

66 lines
2.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimStateNodeBase.h"
#include "AnimStateNode.generated.h"
UENUM()
enum EAnimStateType
{
AST_SingleAnimation UMETA(DisplayName="Single animation"),
AST_BlendGraph UMETA(DisplayName="Blend graph"),
};
UCLASS(MinimalAPI)
class UAnimStateNode : public UAnimStateNodeBase
{
GENERATED_UCLASS_BODY()
public:
// The animation graph for this state
UPROPERTY()
class UEdGraph* BoundGraph;
// The type of the contents of this state
UPROPERTY()
TEnumAsByte<EAnimStateType> StateType;
UPROPERTY(EditAnywhere, Category=Events)
FAnimNotifyEvent StateEntered;
UPROPERTY(EditAnywhere, Category=Events)
FAnimNotifyEvent StateLeft;
UPROPERTY(EditAnywhere, Category=Events)
FAnimNotifyEvent StateFullyBlended;
// Begin UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End UObject interface
// 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;
// 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 = false) override;
// End of UAnimStateNodeBase interface
// @return the pose pin of the state sink node within the anim graph of this state
ANIMGRAPH_API UEdGraphPin* GetPoseSinkPinInsideState() const;
public:
virtual UEdGraph* GetBoundGraph() const override { return BoundGraph; }
};