Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CallDataTableFunction.cpp
Ben Marsh 530369c613 Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 4662695 by Ben Marsh in Dev-Build branch]
2018-12-14 14:49:12 -05:00

36 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "K2Node_CallDataTableFunction.h"
#include "EdGraphSchema_K2.h"
UK2Node_CallDataTableFunction::UK2Node_CallDataTableFunction(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_CallDataTableFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
const FString& DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
if (Pin->PinName.ToString() == DataTablePinName)
{
// When the DataTable pin gets a new value assigned, we need to update the Slate UI so that the RowName drop down gets updated
GetGraph()->NotifyGraphChanged();
}
}
void UK2Node_CallDataTableFunction::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
const FString& DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
if (Pin->PinName.ToString() == DataTablePinName)
{
// When the DataTable pin gets a new connection assigned, we need to update the Slate UI so that the RowName drop down gets updated
GetGraph()->NotifyGraphChanged();
}
}