Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.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

49 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node.h"
#include "K2Node_StructOperation.h"
#include "K2Node_StructMemberGet.generated.h"
// Pure kismet node that gets one or more member variables of a struct
UCLASS(MinimalAPI)
class UK2Node_StructMemberGet : public UK2Node_StructOperation
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize)
TArray<FOptionalPinFromProperty> ShowPinForProperties;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void PreEditChange(FProperty* PropertyAboutToChange) override;
// End of UObject interface
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual bool IsNodePure() const override { return true; }
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End of UK2Node interface
// AllocateDefaultPins with just one member set
BLUEPRINTGRAPH_API void AllocatePinsForSingleMemberGet(FName MemberName);
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
TArray<FName> OldShownPins;
};