Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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

71 lines
2.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UnrealType.h"
#include "Engine/Blueprint.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_Variable.h"
#include "K2Node_VariableGet.generated.h"
class UEdGraph;
UCLASS()
class BLUEPRINTGRAPH_API UK2Node_VariableGet : public UK2Node_Variable
{
GENERATED_UCLASS_BODY()
//~ Begin UObject Interface
virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End UEdGraphNode Interface
//~ Begin K2Node Interface
virtual bool IsNodePure() const override { return bIsPureGet; }
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
//~ End K2Node Interface
static FText GetPropertyTooltip(UProperty const* VariableProperty);
static FText GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc);
/**
* Will change the node's purity, and reallocate pins accordingly (adding/
* removing exec pins).
*
* @param bNewPurity The new value for bIsPureCast.
*/
void SetPurity(bool bNewPurity);
private:
/** Checks if the pin type is valid to be a non-pure node */
static bool IsValidTypeForNonPure(const FEdGraphPinType& InPinType);
/** Adds pins required for the node to function in a non-pure manner */
void CreateNonPurePins(TArray<UEdGraphPin*>* InOldPinsPtr);
/** Flips the node's purity (adding/removing exec pins as needed). */
void TogglePurity();
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
/** TRUE if the node should function as a pure node, without exec pins */
UPROPERTY()
bool bIsPureGet;
};