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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_StructMemberSet.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_StructMemberSet.h"
#include "StructMemberNodeHandlers.h"
//////////////////////////////////////////////////////////////////////////
// UK2Node_StructMemberSet
#define LOCTEXT_NAMESPACE "K2Node"
UK2Node_StructMemberSet::UK2Node_StructMemberSet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_StructMemberSet::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if ((PropertyName == TEXT("bShowPin")))
{
GetSchema()->ReconstructNode(*this);
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UK2Node_StructMemberSet::AllocateDefaultPins()
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
// Add the execution sequencing pin
CreatePin(EGPD_Input, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Execute);
CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Then);
// Display any currently visible optional pins
{
FStructOperationOptionalPinManager OptionalPinManager;
OptionalPinManager.RebuildPropertyList(ShowPinForProperties, StructType);
OptionalPinManager.CreateVisiblePins(ShowPinForProperties, StructType, EGPD_Input, this);
}
}
FText UK2Node_StructMemberSet::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate(this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("VariableName"), FText::FromName(VariableReference.GetMemberName()));
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip.SetCachedText(FText::Format(LOCTEXT("K2Node_StructMemberSet_Tooltip", "Set member variables of {VariableName}"), Args), this);
}
return CachedTooltip;
}
FText UK2Node_StructMemberSet::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (CachedNodeTitle.IsOutOfDate(this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("VariableName"), FText::FromName(VariableReference.GetMemberName()));
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("SetMembersInVariable", "Set members in {VariableName}"), Args), this);
}
return CachedNodeTitle;
}
UK2Node::ERedirectType UK2Node_StructMemberSet::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
return UK2Node::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
}
FNodeHandlingFunctor* UK2Node_StructMemberSet::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_StructMemberVariableSet(CompilerContext);
}
#undef LOCTEXT_NAMESPACE