Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_EditorPropertyAccess.h
JeanMichel Dignard 70d074639f Merging //UE4/Dev-Main @ 10886849 to Dev-Tools-Staging (//UE4/Dev-Tools-Staging)
#rb none
#rnx

[CL 10906274 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-08 13:26:18 -05:00

50 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Textures/SlateIcon.h"
#include "K2Node_CallFunction.h"
#include "K2Node_EditorPropertyAccess.generated.h"
class UEdGraph;
class UK2Node_CallFunction;
class FBlueprintActionDatabaseRegistrar;
UCLASS(Abstract)
class UK2Node_EditorPropertyAccessBase : public UK2Node_CallFunction
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override;
virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
//~ End UK2Node Interface
};
UCLASS()
class UK2Node_GetEditorProperty : public UK2Node_EditorPropertyAccessBase
{
GENERATED_BODY()
public:
UK2Node_GetEditorProperty();
};
UCLASS()
class UK2Node_SetEditorProperty : public UK2Node_EditorPropertyAccessBase
{
GENERATED_BODY()
public:
UK2Node_SetEditorProperty();
};