Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CallDataTableFunction.cpp
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

36 lines
1.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "K2Node_CallDataTableFunction.h"
#include "EdGraphSchema_K2.h"
UK2Node_CallDataTableFunction::UK2Node_CallDataTableFunction(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_CallDataTableFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
FString DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
if (Pin->PinName == DataTablePinName)
{
// When the DataTable pin gets a new value assigned, we need to update the Slate UI so that the RowName drop down gets updated
GetGraph()->NotifyGraphChanged();
}
}
void UK2Node_CallDataTableFunction::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
FString DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
if (Pin->PinName == DataTablePinName)
{
// When the DataTable pin gets a new connection assigned, we need to update the Slate UI so that the RowName drop down gets updated
GetGraph()->NotifyGraphChanged();
}
}