Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.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

31 lines
982 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Variable.h"
#include "K2Node_VariableSet.generated.h"
UCLASS(MinimalAPI)
class UK2Node_VariableSet : public UK2Node_Variable
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual FString GetTooltip() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End UEdGraphNode interface
// Begin K2Node interface
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End K2Node interface
BLUEPRINTGRAPH_API bool HasLocalRepNotify() const;
BLUEPRINTGRAPH_API FName GetRepNotifyName() const;
BLUEPRINTGRAPH_API bool ShouldFlushDormancyOnSet() const;
};