Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.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

31 lines
1.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_DynamicCast.h"
#include "K2Node_ClassDynamicCast.generated.h"
UCLASS(MinimalAPI)
class UK2Node_ClassDynamicCast : public UK2Node_DynamicCast
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End UEdGraphNode interface
// UK2Node interface
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override { return UK2Node::IsConnectionDisallowed(MyPin, OtherPin, OutReason); }
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override { UK2Node::NotifyPinConnectionListChanged(Pin); }
// End of UK2Node interface
// UK2Node_DynamicCast interface
virtual UEdGraphPin* GetCastSourcePin() const override;
virtual UEdGraphPin* GetBoolSuccessPin() const override;
// End of UK2Node_DynamicCast interface
};