Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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

72 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UnrealType.h"
#include "Engine/Blueprint.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_Variable.h"
#include "K2Node_VariableGet.generated.h"
class UEdGraph;
UCLASS()
class BLUEPRINTGRAPH_API UK2Node_VariableGet : public UK2Node_Variable
{
GENERATED_UCLASS_BODY()
//~ Begin UObject Interface
virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
virtual bool IncludeParentNodeContextMenu() const override { return true; }
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End UEdGraphNode Interface
//~ Begin K2Node Interface
virtual bool IsNodePure() const override { return bIsPureGet; }
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
//~ End K2Node Interface
static FText GetPropertyTooltip(FProperty const* VariableProperty);
static FText GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc);
/**
* Will change the node's purity, and reallocate pins accordingly (adding/
* removing exec pins).
*
* @param bNewPurity The new value for bIsPureCast.
*/
void SetPurity(bool bNewPurity);
private:
/** Checks if the pin type is valid to be a non-pure node */
static bool IsValidTypeForNonPure(const FEdGraphPinType& InPinType);
/** Adds pins required for the node to function in a non-pure manner */
void CreateNonPurePins(TArray<UEdGraphPin*>* InOldPinsPtr);
/** Flips the node's purity (adding/removing exec pins as needed). */
void TogglePurity();
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
/** TRUE if the node should function as a pure node, without exec pins */
UPROPERTY()
bool bIsPureGet;
};