29 lines
1.2 KiB
C++
29 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "K2Node.h"
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class UEdGraphPin;
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struct FAnimBlueprintNodeOptionalPinManager : public FOptionalPinManager
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{
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protected:
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class UAnimGraphNode_Base* BaseNode;
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TArray<UEdGraphPin*>* OldPins;
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TMap<FName, UEdGraphPin*> OldPinMap;
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public:
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FAnimBlueprintNodeOptionalPinManager(class UAnimGraphNode_Base* Node, TArray<UEdGraphPin*>* InOldPins);
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/** FOptionalPinManager interface */
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virtual void GetRecordDefaults(FProperty* TestProperty, FOptionalPinFromProperty& Record) const override;
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virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty* Property) const override;
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virtual void PostInitNewPin(UEdGraphPin* Pin, FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
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virtual void PostRemovedOldPin(FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress) const override;
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void AllocateDefaultPins(UStruct* SourceStruct, uint8* StructBasePtr, uint8* DefaultsPtr);
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};
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