Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/DynamicCastHandler.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

31 lines
997 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "KismetCompilerMisc.h"
class FKismetCompilerContext;
struct FKismetFunctionContext;
//////////////////////////////////////////////////////////////////////////
// FKCHandler_DynamicCast
class FKCHandler_DynamicCast : public FNodeHandlingFunctor
{
protected:
TMap<UEdGraphNode*, FBPTerminal*> BoolTermMap; // should be deprecated at a certain point (left in for backwards compatibility)
EKismetCompiledStatementType CastType;
public:
FKCHandler_DynamicCast(FKismetCompilerContext& InCompilerContext, EKismetCompiledStatementType InCastType)
: FNodeHandlingFunctor(InCompilerContext)
, CastType(InCastType)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override;
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
};