Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SaveCachedPose.h
James Golding 0acc73086d Engine.h trimming (AnimNode classes, SkeletalMeshActor.h)
Remove unused AnimationTypes.h/.cpp

[CL 2086878 by James Golding in Main branch]
2014-05-29 17:24:15 -04:00

33 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_SaveCachedPose.h"
#include "AnimGraphNode_SaveCachedPose.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SaveCachedPose : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SaveCachedPose Node;
UPROPERTY(EditAnywhere, Category=CachedPose)
FString CacheName;
// UEdGraphNode interface
virtual FString GetTooltip() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual void OnRenameNode(const FString& NewName) OVERRIDE;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const OVERRIDE;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const OVERRIDE;
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const OVERRIDE;
virtual bool IsSinkNode() const OVERRIDE { return true; }
// End of UAnimGraphNode_Base interface
};