Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSignature.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

88 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Misc/Guid.h"
#include "Templates/SubclassOf.h"
#include "EdGraph/EdGraphNode.h"
struct BLUEPRINTGRAPH_API FBlueprintNodeSignature
{
public:
FBlueprintNodeSignature() {}
FBlueprintNodeSignature(FString const& UserString);
FBlueprintNodeSignature(TSubclassOf<UEdGraphNode> NodeClass);
/**
*
*
* @param NodeClass
* @return
*/
void SetNodeClass(TSubclassOf<UEdGraphNode> NodeClass);
/**
*
*
* @param SignatureObj
* @return
*/
void AddSubObject(FFieldVariant SignatureObj);
/**
*
*
* @param Value
* @return
*/
void AddKeyValue(FString const& KeyValue);
/**
*
*
* @param SignatureKey
* @param Value
* @return
*/
void AddNamedValue(FName SignatureKey, FString const& Value);
/**
*
*
* @return
*/
bool IsValid() const;
/**
*
*
* @return
*/
FString const& ToString() const;
/**
*
*
* @return
*/
FGuid const& AsGuid() const;
private:
/**
*
*
* @return
*/
void MarkDirty();
private:
typedef TMap<FName, FString> FSignatureSet;
FSignatureSet SignatureSet;
mutable FGuid CachedSignatureGuid;
mutable FString CachedSignatureString;
};