Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/SoundCueGraph/SoundCueGraphNode_Base.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

43 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EdGraph/EdGraphNode.h"
#include "SoundCueGraphNode_Base.generated.h"
UCLASS(MinimalAPI)
class USoundCueGraphNode_Base : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
/** Create all of the input pins required */
virtual void CreateInputPins() {};
/** Is this the undeletable root node */
virtual bool IsRootNode() const {return false;}
/** Get the Output Pin (should only ever be one) */
UNREALED_API class UEdGraphPin* GetOutputPin();
/** Get all of the Input Pins */
UNREALED_API void GetInputPins(TArray<class UEdGraphPin*>& OutInputPins);
/** Get a single Input Pin via its index */
UNREALED_API class UEdGraphPin* GetInputPin(int32 InputIndex);
/** Get the current Input Pin count */
UNREALED_API int32 GetInputCount() const;
/**
* Handles inserting the node between the FromPin and what the FromPin was original connected to
*
* @param FromPin The pin this node is being spawned from
* @param NewLinkPin The new pin the FromPin will connect to
* @param OutNodeList Any nodes that are modified will get added to this list for notification purposes
*/
void InsertNewNode(UEdGraphPin* FromPin, UEdGraphPin* NewLinkPin, TSet<UEdGraphNode*>& OutNodeList);
// UEdGraphNode interface.
virtual void AllocateDefaultPins() override;
virtual void ReconstructNode() override;
virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* Schema) const override;
virtual FString GetDocumentationLink() const override;
// End of UEdGraphNode interface.
};