Files
UnrealEngineUWP/Engine/Source/Developer/RigVMDeveloper/Public/RigVMModel/Nodes/RigVMBranchNode.h
bryan sefcik de1956f47b Ran IWYU on Public headers under Engine/Source/Developer/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598

#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21182053 by bryan sefcik in ue5-main branch]
2022-07-20 12:03:45 -04:00

41 lines
918 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "Math/Color.h"
#include "RigVMModel/RigVMNode.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "RigVMBranchNode.generated.h"
class UObject;
/**
* A branch node is used to branch between two blocks of execution
*/
UCLASS(BlueprintType)
class RIGVMDEVELOPER_API URigVMBranchNode : public URigVMNode
{
GENERATED_BODY()
public:
// Override from URigVMNode
virtual FString GetNodeTitle() const override { return BranchName; }
virtual FLinearColor GetNodeColor() const override { return FLinearColor::Black; }
private:
static const FString BranchName;
static const FString ConditionName;
static const FString TrueName;
static const FString FalseName;
friend class URigVMController;
friend class URigVMCompiler;
friend class UControlRigBranchNodeSpawner;
};