// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node.h" #include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache #include "K2Node_TemporaryVariable.generated.h" UCLASS(MinimalAPI) class UK2Node_TemporaryVariable : public UK2Node { GENERATED_UCLASS_BODY() UPROPERTY() struct FEdGraphPinType VariableType; /** Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it */ UPROPERTY() bool bIsPersistent; // get variable pin BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin(); // Begin UEdGraphNode interface. virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FString GetDescriptiveCompiledName() const override; virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override; virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override; // End UEdGraphNode interface. // Begin UK2Node interface. virtual bool IsNodePure() const override; virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual FBlueprintNodeSignature GetSignature() const override; // End UK2Node interface. private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };