// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_Switch.h" #include "K2Node_SwitchString.generated.h" UCLASS(MinimalAPI) class UK2Node_SwitchString : public UK2Node_Switch { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=PinOptions) TArray PinNames; UPROPERTY(EditAnywhere, Category=PinOptions) uint32 bIsCaseSensitive : 1; // UObject interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; // End of UObject interface // UEdGraphNode interface virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldShowNodeProperties() const override { return true; } // End of UEdGraphNode interface // UK2Node interface virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; // End of UK2Node interface // UK2Node_Switch Interface BLUEPRINTGRAPH_API virtual void AddPinToSwitchNode() override; virtual FString GetUniquePinName() override; virtual FEdGraphPinType GetPinType() const override; // End of UK2Node_Switch Interface virtual FString GetPinNameGivenIndex(int32 Index) override; protected: virtual void CreateSelectionPin() override; virtual void CreateCasePins() override; virtual void RemovePin(UEdGraphPin* TargetPin) override; /** Sets the nodes function to call based on case sensitivity */ void SetupCaseSensitivityFunction(); };