Files
UnrealEngineUWP/Engine/Source/Developer/RigVMDeveloper/Public/RigVMModel/Nodes/RigVMInvokeEntryNode.h
Helge Mathee 9c189267d5 ControlRig: user defined events and event invocation
#rb sara.schvartzman
#jira UE-153498 UE-153499
#preflight https://horde.devtools.epicgames.com/job/62975ffb2c618ddc66bb49a4

[CL 20453170 by Helge Mathee in ue5-main branch]
2022-06-01 11:28:01 -04:00

48 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RigVMModel/RigVMNode.h"
#include "RigVMInvokeEntryNode.generated.h"
/**
* The Invoke Entry Node is used to invoke another entry from the
* the currently running entry.
*/
UCLASS(BlueprintType)
class RIGVMDEVELOPER_API URigVMInvokeEntryNode : public URigVMNode
{
GENERATED_BODY()
public:
// Default constructor
URigVMInvokeEntryNode();
// Override of node title
virtual FString GetNodeTitle() const;
// Returns the name of the entry to run
UFUNCTION(BlueprintCallable, Category = RigVMInvokeEntryNode)
FName GetEntryName() const;
// Override of node title
virtual FLinearColor GetNodeColor() const override { return FLinearColor::Red; }
virtual bool IsDefinedAsVarying() const override { return true; }
private:
static const FString EntryName;
URigVMPin* GetEntryNamePin() const;
friend class URigVMController;
friend class UControlRigBlueprint;
friend struct FRigVMRemoveNodeAction;
friend class URigVMCompiler;
friend class FRigVMParserAST;
friend class URigVMPin;
};