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

31 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_SkeletalControlBase.generated.h"
UCLASS(Abstract, MinimalAPI)
class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
public:
// UEdGraphNode interface
ANIMGRAPH_API virtual FLinearColor GetNodeTitleColor() const override;
ANIMGRAPH_API virtual FString GetTooltip() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
ANIMGRAPH_API virtual FString GetNodeCategory() const override;
ANIMGRAPH_API virtual void CreateOutputPins() override;
ANIMGRAPH_API virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
// End of UAnimGraphNode_Base interface
// Draw function for supporting visualization
ANIMGRAPH_API virtual void Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp ) const {};
protected:
// Returns the short descriptive name of the controller
virtual FText GetControllerDescription() const;
};