Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Classes/EnvironmentQueryGraphNode.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

49 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EnvironmentQueryGraphNode.generated.h"
UCLASS()
class UEnvironmentQueryGraphNode : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
UPROPERTY()
UObject* NodeInstance;
/** subnode index assigned during copy operation to connect nodes again on paste */
UPROPERTY()
int32 CopySubNodeIndex;
/** Get the BT graph that owns this node */
virtual class UEnvironmentQueryGraph* GetEnvironmentQueryGraph();
virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
virtual void PostEditImport() override;
virtual void PrepareForCopying() override;
virtual void PostCopyNode();
// @return the input pin for this state
virtual UEdGraphPin* GetInputPin(int32 InputIndex=0) const;
// @return the output pin for this state
virtual UEdGraphPin* GetOutputPin(int32 InputIndex=0) const;
//
virtual UEdGraph* GetBoundGraph() const { return NULL; }
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetDescription() const;
virtual void NodeConnectionListChanged() override;
virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override;
virtual bool IsSubNode() const { return false; }
UClass* EnvQueryNodeClass;
protected:
virtual void ResetNodeOwner();
};