Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

34 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_StructOperation.h"
#include "K2Node_StructMemberSet.generated.h"
// Imperative kismet node that sets one or more member variables of a struct
UCLASS(MinimalAPI)
class UK2Node_StructMemberSet : public UK2Node_StructOperation
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize)
TArray<FOptionalPinFromProperty> ShowPinForProperties;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual bool IsNodePure() const override { return false; }
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End of UK2Node interface
};