Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
Marc Audy a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00

53 lines
1.8 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.
*/
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;
};