Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SaveCachedPose.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

33 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_SaveCachedPose.h"
#include "AnimGraphNode_SaveCachedPose.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SaveCachedPose : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SaveCachedPose Node;
UPROPERTY(EditAnywhere, Category=CachedPose)
FString CacheName;
// UEdGraphNode interface
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;
virtual void OnRenameNode(const FString& NewName) override;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const override;
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
virtual bool IsSinkNode() const override { return true; }
// End of UAnimGraphNode_Base interface
};