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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h

38 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_TemporaryVariable.generated.h"
UCLASS(MinimalAPI)
class UK2Node_TemporaryVariable : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
struct FEdGraphPinType VariableType;
/** Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it */
UPROPERTY()
bool bIsPersistent;
// get variable pin
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin();
// Begin UEdGraphNode interface.
virtual void AllocateDefaultPins() override;
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FString GetDescriptiveCompiledName() const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override;
// End UEdGraphNode interface.
// Begin UK2Node interface.
virtual bool IsNodePure() const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const override;
virtual FText GetMenuCategory() const override;
// End UK2Node interface.
};