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69 lines
2.4 KiB
C++
69 lines
2.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node.h"
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#include "K2Node_GetDataTableRow.generated.h"
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UCLASS()
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class UK2Node_GetDataTableRow : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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FDataTableRowHandle DataTableRowHandle;
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// Begin UEdGraphNode interface.
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virtual void AllocateDefaultPins() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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virtual FString GetTooltip() const override;
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual FName GetPaletteIcon(FLinearColor& OutColor) const override
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{
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OutColor = GetNodeTitleColor();
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return TEXT("Kismet.AllClasses.FunctionIcon");
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}
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// End UEdGraphNode interface.
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// Begin UK2Node interface
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virtual bool IsNodeSafeToIgnore() const override { return true; }
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual void GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const override;
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virtual FText GetMenuCategory() const override;
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// End UK2Node interface
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/** Create new pins to show properties on archetype */
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void SetReturnTypeForStruct(UScriptStruct* InClass);
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/** See if this is a spawn variable pin, or a 'default' pin */
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bool IsDataTablePin(UEdGraphPin* Pin);
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/** Get the then output pin */
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UEdGraphPin* GetThenPin() const;
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/** Get the Data Table input pin */
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UEdGraphPin* GetDataTablePin(const TArray<UEdGraphPin*>* InPinsToSearch=NULL) const;
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/** Get the spawn transform input pin */
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UEdGraphPin* GetRowNamePin() const;
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/** Get the exec output pin for when the row was not found */
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UEdGraphPin* GetRowNotFoundPin() const;
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/** Get the result output pin */
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UEdGraphPin* GetResultPin() const;
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/** Get the type of the TableRow to return */
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UScriptStruct* GetDataTableRowStructType(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
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private:
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/**
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* Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according
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* to the specified description)
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*
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* @param MutatablePin The pin you want to set tool-tip text on
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* @param PinDescription A string describing the pin's purpose
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*/
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void SetPinToolTip(UEdGraphPin& MutatablePin, const FText& PinDescription) const;
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/** Tooltip text for this node. */
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FString NodeTooltip;
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};
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