// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Templates/SubclassOf.h" #include "K2Node_EditablePinBase.h" #include "K2Node_FunctionTerminator.generated.h" UCLASS(abstract, MinimalAPI) class UK2Node_FunctionTerminator : public UK2Node_EditablePinBase { GENERATED_UCLASS_BODY() /** * The source class that defines the signature, if it is getting that from elsewhere (e.g. interface, base class etc). * If NULL, this is a newly created function. */ UPROPERTY() TSubclassOf SignatureClass; /** The name of the signature function. */ UPROPERTY() FName SignatureName; //~ Begin UEdGraphNode Interface virtual bool CanDuplicateNode() const override { return false; } virtual FLinearColor GetNodeTitleColor() const override; virtual FString CreateUniquePinName(FString SourcePinName) const override; virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; //~ End UEdGraphNode Interface //~ Begin UK2Node Interface virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual bool HasExternalDependencies(TArray* OptionalOutput) const override; //~ End UK2Node Interface //~ Begin UK2Node_EditablePinBase Interface virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override; //~ End UK2Node_EditablePinBase Interface /** Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions */ virtual void PromoteFromInterfaceOverride(bool bIsPrimaryTerminator = true); };