Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Jaroslaw Palczynski ce0aa1be23 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
Some missing changes from last submit plus deprecated message when using macros.

[CL 2104460 by Jaroslaw Palczynski in Main branch]
2014-06-13 08:09:04 -04:00

47 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Variable.h"
#include "K2Node_StructOperation.generated.h"
UCLASS(MinimalAPI, abstract)
class UK2Node_StructOperation : public UK2Node_Variable
{
GENERATED_UCLASS_BODY()
/** Class that this variable is defined in. */
UPROPERTY()
UScriptStruct* StructType;
// Begin UEdGraphNode interface
//virtual FLinearColor GetNodeTitleColor() const override;
// End UEdGraphNode interface
// UK2Node interface
//virtual bool DrawNodeAsVariable() const override { return true; }
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override {}
virtual bool HasExternalUserDefinedStructDependencies(TArray<class UStruct*>* OptionalOutput) const override;
// End of UK2Node interface
protected:
// Updater for subclasses that allow hiding pins
struct FStructOperationOptionalPinManager : public FOptionalPinManager
{
// FOptionalPinsUpdater interface
virtual void GetRecordDefaults(UProperty* TestProperty, FOptionalPinFromProperty& Record) const override
{
Record.bCanToggleVisibility = true;
Record.bShowPin = true;
}
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, UProperty* Property) const;
// End of FOptionalPinsUpdater interfac
};
#if WITH_EDITOR
static bool DoRenamedPinsMatch(const UEdGraphPin* NewPin, const UEdGraphPin* OldPin, bool bStructInVaraiablesOut);
#endif
};