Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_StateMachineBase.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

52 lines
1.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_Base.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Animation/AnimNode_StateMachine.h"
#include "AnimGraphNode_StateMachineBase.generated.h"
class INameValidatorInterface;
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_StateMachineBase : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
// Editor state machine representation
UPROPERTY()
class UAnimationStateMachineGraph* EditorStateMachineGraph;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void PostPlacedNewNode() override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual void JumpToDefinition() const override;
virtual void DestroyNode() override;
virtual void PostPasteNode() override;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
virtual FString GetDocumentationLink() const override;
virtual void OnRenameNode(const FString& NewName) override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
// End of UAnimGraphNode_Base interface
// @return the name of this state machine
FString GetStateMachineName();
// Interface for derived classes to implement
virtual FAnimNode_StateMachine& GetNode() PURE_VIRTUAL(UAnimGraphNode_StateMachineBase::GetNode, static FAnimNode_StateMachine Dummy; return Dummy;);
// End of my interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedFullTitle;
};