Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallArrayFunction.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

58 lines
1.7 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_CallFunction.h"
#include "K2Node_CallArrayFunction.generated.h"
struct FArrayPropertyPinCombo
{
UEdGraphPin* ArrayPin;
UEdGraphPin* ArrayPropPin;
FArrayPropertyPinCombo()
: ArrayPin(NULL)
, ArrayPropPin(NULL)
{}
};
UCLASS(MinimalAPI)
class UK2Node_CallArrayFunction : public UK2Node_CallFunction
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual void PostReconstructNode() override;
// End UEdGraphNode interface
// Begin UK2Node interface
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual bool DoesInputWildcardPinAcceptArray(const UEdGraphPin* Pin) const override { return false; }
// End UK2Node interface
/** Retrieves the target pin for the function */
BLUEPRINTGRAPH_API UEdGraphPin* GetTargetArrayPin() const;
/**
* Retrieves the array pins and their property pins as a combo-struct
*
* @param OutArrayPinInfo The pins and their property pins will be added to this array
*/
BLUEPRINTGRAPH_API void GetArrayPins(TArray< FArrayPropertyPinCombo >& OutArrayPinInfo ) const;
/**
* Checks if the passed in property is a wildcard property
*
* @param InArrayFunction The array function to check
* @param InProperty Property to examine to see if it is marked in metadata as a wildcard
*
* @return TRUE if the property is a wildcard.
*/
BLUEPRINTGRAPH_API static bool IsWildcardProperty(UFunction* InArrayFunction, const UProperty* InProperty);
void GetArrayTypeDependentPins(TArray<UEdGraphPin*>& OutPins) const;
void PropagateArrayTypeInfo(const UEdGraphPin* SourcePin);
};