Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h

69 lines
2.4 KiB
C++

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