Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
Jaroslaw Palczynski 28fc7695a0 Missing chages for 2481343.
Some P4V problem with backing out large changelist missed some files.

#codereview Robert.Manuszewski

[CL 2481366 by Jaroslaw Palczynski in Main branch]
2015-03-17 06:17:32 -04:00

48 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_VariableSetRef.generated.h"
UCLASS(MinimalAPI)
class UK2Node_VariableSetRef : public UK2Node
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End UEdGraphNode interface
// Begin UK2Node interface
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; }
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
// End UK2Node interface
/**
* Changes the type of variable set by this node, based on the specified pin
*
* @param Pin The pin to gather type information from. If NULL, node will reset to wildcards
*/
void CoerceTypeFromPin(const UEdGraphPin* Pin);
/** Returns the pin that specifies which by-ref variable to set */
BLUEPRINTGRAPH_API UEdGraphPin* GetTargetPin() const;
/** Returns the pin that specifies the value to set */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};