Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

53 lines
1.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraph.h"
#include "BlueprintNodeSignature.h"
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_TemporaryVariable.generated.h"
class FBlueprintActionDatabaseRegistrar;
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;
};