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37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "CompilerResultsLog.h"
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#include "K2Node_CallDataTableFunction.h"
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UK2Node_CallDataTableFunction::UK2Node_CallDataTableFunction(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UK2Node_CallDataTableFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
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{
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Super::PinDefaultValueChanged(Pin);
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FString DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
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if (Pin->PinName == DataTablePinName)
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{
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// When the DataTable pin gets a new value assigned, we need to update the Slate UI so that the RowName drop down gets updated
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GetGraph()->NotifyGraphChanged();
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}
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}
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void UK2Node_CallDataTableFunction::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
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{
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Super::NotifyPinConnectionListChanged(Pin);
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FString DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
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if (Pin->PinName == DataTablePinName)
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{
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// When the DataTable pin gets a new connection assigned, we need to update the Slate UI so that the RowName drop down gets updated
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GetGraph()->NotifyGraphChanged();
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}
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}
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