Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.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

47 lines
1.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node.h"
#include "K2Node_StructOperation.h"
#include "K2Node_StructMemberSet.generated.h"
// Imperative kismet node that sets one or more member variables of a struct
UCLASS(MinimalAPI)
class UK2Node_StructMemberSet : public UK2Node_StructOperation
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize)
TArray<FOptionalPinFromProperty> ShowPinForProperties;
// UObject interface
virtual void PreEditChange(UProperty* PropertyAboutToChange) override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual bool IsNodePure() const override { return false; }
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End of UK2Node interface
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
TArray<FName> OldShownPins;
};