Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

56 lines
1.9 KiB
C++

// Copyright 1998-2017 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_VariableSet.generated.h"
class UEdGraph;
UCLASS(MinimalAPI)
class UK2Node_VariableSet : public UK2Node_Variable
{
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;
virtual bool ShouldOverridePinNames() const override { return true; }
virtual FText GetPinNameOverride(const UEdGraphPin& Pin) const override;
//~ End UEdGraphNode Interface
//~ Begin K2Node Interface
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
/** Retrieves the output pin name for the node */
FString GetVariableOutputPinName() const;
BLUEPRINTGRAPH_API bool HasLocalRepNotify() const;
BLUEPRINTGRAPH_API FName GetRepNotifyName() const;
BLUEPRINTGRAPH_API bool ShouldFlushDormancyOnSet() const;
static FText GetPropertyTooltip(UProperty const* VariableProperty);
static FText GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc);
private:
/** Sets up the tooltip for the output pin */
void CreateOutputPinTooltip();
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};