Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.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

53 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_VariableSetRef.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UK2Node_VariableSetRef : public UK2Node
{
GENERATED_UCLASS_BODY()
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
//~ End UK2Node Interface
/**
* Changes the type of variable set by this node, based on the specified pin
*
* @param Pin The pin to gather type information from. If NULL, node will reset to wildcards
*/
void CoerceTypeFromPin(const UEdGraphPin* Pin);
/** Returns the pin that specifies which by-ref variable to set */
BLUEPRINTGRAPH_API UEdGraphPin* GetTargetPin() const;
/** Returns the pin that specifies the value to set */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};