Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/DynamicCastHandler.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

31 lines
997 B
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "KismetCompilerMisc.h"
class FKismetCompilerContext;
struct FKismetFunctionContext;
//////////////////////////////////////////////////////////////////////////
// FKCHandler_DynamicCast
class FKCHandler_DynamicCast : public FNodeHandlingFunctor
{
protected:
TMap<UEdGraphNode*, FBPTerminal*> BoolTermMap; // should be deprecated at a certain point (left in for backwards compatibility)
EKismetCompiledStatementType CastType;
public:
FKCHandler_DynamicCast(FKismetCompilerContext& InCompilerContext, EKismetCompiledStatementType InCastType)
: FNodeHandlingFunctor(InCompilerContext)
, CastType(InCastType)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override;
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
};