Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

43 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_AssignmentStatement.generated.h"
UCLASS(MinimalAPI)
class UK2Node_AssignmentStatement : public UK2Node
{
GENERATED_UCLASS_BODY()
// Name of the Variable pin for this node
static FString VariablePinName;
// Name of the Value pin for this node
static FString ValuePinName;
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override;
virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
// End UEdGraphNode interface
// Begin UK2Node interface
virtual void PostReconstructNode() override;
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
// End UK2Node interface
/** Get the Then output pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetThenPin() const;
/** Get the Variable input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin() const;
/** Get the Value input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
};