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- // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "AnimNode_NameOfYourNode.h"
- #include "AnimGraphDefinitions.h"
- #include "Kismet2/BlueprintEditorUtils.h"
- #include "AnimGraphNode_NameOfYourNode.generated.h"
- //Whole point of this is to be wrapper for node struct
- // so it depends on it, and that node must compile first
- // for type to be recognized
- UCLASS(MinimalAPI, dependson=FAnimNode_NameOfYourNode)
- class UAnimGraphNode_NameOfYourNode : public UAnimGraphNode_Base
- {
- GENERATED_UCLASS_BODY()
- UPROPERTY(EditAnywhere, Category=Settings)
- FAnimNode_NameOfYourNode Node;
- public:
- // UEdGraphNode interface
- virtual FString GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
- virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
- virtual FString GetNodeCategory() const OVERRIDE;
- // End of UEdGraphNode interface
- protected:
- virtual FString GetControllerDescription() const;
- };
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