Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MatineeController.h

44 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_MatineeController.generated.h"
UCLASS(MinimalAPI)
class UK2Node_MatineeController : public UK2Node
{
GENERATED_UCLASS_BODY()
/** The matinee actor in the level that this node controls */
UPROPERTY(EditAnywhere, Category=K2Node_MatineeController)
class AMatineeActor* MatineeActor;
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() OVERRIDE;
virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual bool CanDuplicateNode() const OVERRIDE { return false; }
virtual bool NodeCausesStructuralBlueprintChange() const OVERRIDE { return true; }
// End UEdGraphNode interface
// Begin UK2Node interface
virtual bool IsNodeSafeToIgnore() const OVERRIDE { return true; }
virtual AActor* GetReferencedLevelActor() const OVERRIDE;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) OVERRIDE;
// End UK2Node interface
// Begin UObject interface
virtual void BeginDestroy() OVERRIDE;
// End UObject interface
/** Gets the "finished playing matinee sequence" pin */
UEdGraphPin* GetFinishedPin() const;
private:
void OnEventKeyframeAdded(const class AMatineeActor* InMatineeActor, const FName& InPinName, int32 InIndex);
void OnEventKeyframeRenamed(const class AMatineeActor* InMatineeActor, const FName& InOldPinName, const FName& InNewPinName);
void OnEventKeyframeRemoved(const class AMatineeActor* InMatineeActor, const TArray<FName>& InPinNames);
};