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