Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

53 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "K2Node.h"
#include "K2Node_Variable.h"
#include "K2Node_StructOperation.generated.h"
UCLASS(MinimalAPI, abstract)
class UK2Node_StructOperation : public UK2Node_Variable
{
GENERATED_UCLASS_BODY()
/** Class that this variable is defined in. */
UPROPERTY()
TObjectPtr<UScriptStruct> StructType;
//~ Begin UEdGraphNode Interface
virtual FString GetPinMetaData(FName InPinName, FName InKey) override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
//virtual bool DrawNodeAsVariable() const override { return true; }
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput = nullptr) const override;
virtual FString GetFindReferenceSearchString() const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
//~ End UK2Node Interface
protected:
// Updater for subclasses that allow hiding pins
struct FStructOperationOptionalPinManager : public FOptionalPinManager
{
//~ Begin FOptionalPinsUpdater Interface
virtual void GetRecordDefaults(FProperty* TestProperty, FOptionalPinFromProperty& Record) const override
{
Record.bCanToggleVisibility = true;
UStruct* OwnerStruct = TestProperty ? TestProperty->GetOwnerStruct() : nullptr;
Record.bShowPin = OwnerStruct ? !OwnerStruct->HasMetaData(TEXT("HiddenByDefault")) : true;
}
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty* Property) const override;
// End of FOptionalPinsUpdater interfac
};
bool DoRenamedPinsMatch(const UEdGraphPin* NewPin, const UEdGraphPin* OldPin, bool bStructInVariablesOut) const;
};