Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_PureAssignmentStatement.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

43 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "K2Node.h"
#include "K2Node_PureAssignmentStatement.generated.h"
class UEdGraphPin;
UCLASS(MinimalAPI)
class UK2Node_PureAssignmentStatement : public UK2Node
{
GENERATED_UCLASS_BODY()
// Name of the Variable pin for this node
static FName VariablePinName;
// Name of the Value pin for this node
static FName ValuePinName;
// Name of the output pin for this node
static FName OutputPinName;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return true; }
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface
/** Get the Then output pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetOutputPin() const;
/** Get the Variable input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin() const;
/** Get the Value input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
};