Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
2014-07-14 16:15:27 -04:00

44 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_DynamicCast.generated.h"
UCLASS(MinimalAPI)
class UK2Node_DynamicCast : public UK2Node
{
GENERATED_UCLASS_BODY()
/** The type that the input should try to be cast to */
UPROPERTY()
TSubclassOf<class UObject> TargetType;
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const override{ return TEXT("GraphEditor.Cast_16x"); }
// End UEdGraphNode interface
// UK2Node interface
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual bool HasExternalBlueprintDependencies(TArray<class UStruct*>* OptionalOutput) const override;
virtual FText GetMenuCategory() const override;
// End of UK2Node interface
/** Get the 'valid cast' exec pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetValidCastPin() const;
/** Get the 'invalid cast' exec pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetInvalidCastPin() const;
/** Get the cast result pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetCastResultPin() const;
/** Get the input object to be casted pin */
BLUEPRINTGRAPH_API virtual UEdGraphPin* GetCastSourcePin() const;
};