Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_PureAssignmentStatement.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

43 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_PureAssignmentStatement.generated.h"
class UEdGraphPin;
UCLASS(MinimalAPI)
class UK2Node_PureAssignmentStatement : public UK2Node
{
GENERATED_UCLASS_BODY()
// Name of the Variable pin for this node
static FName VariablePinName;
// Name of the Value pin for this node
static FName ValuePinName;
// Name of the output pin for this node
static FName OutputPinName;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return true; }
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface
/** Get the Then output pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetOutputPin() const;
/** Get the Variable input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin() const;
/** Get the Value input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
};