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