Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

35 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "K2Node.h"
#include "K2Node_DynamicCast.h"
#include "K2Node_ClassDynamicCast.generated.h"
UCLASS(MinimalAPI)
class UK2Node_ClassDynamicCast : public UK2Node_DynamicCast
{
GENERATED_UCLASS_BODY()
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override { return UK2Node::IsConnectionDisallowed(MyPin, OtherPin, OutReason); }
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override { UK2Node::NotifyPinConnectionListChanged(Pin); }
//~ End UK2Node Interface
//~ Begin UK2Node_DynamicCast Interface
virtual UEdGraphPin* GetCastSourcePin() const override;
virtual UEdGraphPin* GetBoolSuccessPin() const override;
//~ End UK2Node_DynamicCast Interface
};