Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/DynamicCastHandler.h
Mike Beach 15502f9ab0 [INTEGRATE] Change 2471544 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/04/06 12:10
Unshelved from pending changelist '2501794':
	[UE-10865] Adding backwards compatibility fo dynamic cast nodes that do not have the boolean result pin yet (they have yet to be regenerated).

[CL 2506010 by Mike Beach in Main branch]
2015-04-08 18:03:05 -04:00

27 lines
906 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "KismetCompiler.h"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_DynamicCast
class FKCHandler_DynamicCast : public FNodeHandlingFunctor
{
protected:
TMap<UEdGraphNode*, FBPTerminal*> BoolTermMap; // should be deprecated at a certain point (left in for backwards compatibility)
EKismetCompiledStatementType CastType;
public:
FKCHandler_DynamicCast(FKismetCompilerContext& InCompilerContext, EKismetCompiledStatementType InCastType)
: FNodeHandlingFunctor(InCompilerContext)
, CastType(InCastType)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override;
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
};