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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h

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1.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_DoOnceMultiInput.generated.h"
UCLASS(MinimalAPI)
class UK2Node_DoOnceMultiInput : public UK2Node
{
GENERATED_UCLASS_BODY()
/** The number of additional input pins to generate for this node (2 base pins are not included) */
UPROPERTY()
int32 NumAdditionalInputs;
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
/** Reference to the integer that contains */
UPROPERTY(transient)
class UK2Node_TemporaryVariable* DataNode;
private:
const static int32 NumBaseInputs = 1;
static int32 GetMaxInputPinsNum();
static FString GetNameForPin(int32 PinIndex, bool In);
FEdGraphPinType GetInType() const;
FEdGraphPinType GetOutType() const;
void AddPinsInner(int32 AdditionalPinIndex);
bool CanAddPin() const;
bool CanRemovePin(const UEdGraphPin* Pin) const;
public:
BLUEPRINTGRAPH_API UEdGraphPin* FindOutPin() const;
BLUEPRINTGRAPH_API UEdGraphPin* FindSelfPin() const;
/** Get TRUE input type (self, etc.. are skipped) */
BLUEPRINTGRAPH_API UEdGraphPin* GetInputPin(int32 InputPinIndex);
BLUEPRINTGRAPH_API UEdGraphPin* GetOutputPin(int32 InputPinIndex);
BLUEPRINTGRAPH_API void AddInputPin();
BLUEPRINTGRAPH_API void RemoveInputPin(UEdGraphPin* Pin);
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const override;
virtual FText GetMenuCategory() const override;
// End of UK2Node interface
};