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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]
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AssetData.h"
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#include "EdGraphNode_Reference.generated.h"
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UCLASS()
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class UEdGraphNode_Reference : public UEdGraphNode
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{
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GENERATED_UCLASS_BODY()
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virtual void SetupReferenceNode(const FIntPoint& NodeLoc, const TArray<FName>& NewPackageNames, const FAssetData& InAssetData);
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virtual void SetReferenceNodeCollapsed(const FIntPoint& NodeLoc, int32 InNumReferencesExceedingMax);
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virtual void AddReferencer(class UEdGraphNode_Reference* ReferencerNode);
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virtual FName GetPackageName() const;
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class UEdGraph_ReferenceViewer* GetReferenceViewerGraph() const;
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// UEdGraphNode implementation
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void AllocateDefaultPins() override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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// End UEdGraphNode implementation
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void CacheAssetData(const FAssetData& AssetData);
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bool UsesThumbnail() const;
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FAssetData GetAssetData() const;
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protected:
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virtual UEdGraphPin* GetDependencyPin();
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virtual UEdGraphPin* GetReferencerPin();
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class UEdGraph_ReferenceViewer* GetReferenceGraph() const
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{
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return CastChecked<UEdGraph_ReferenceViewer>(GetOuter());
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}
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private:
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TArray<FName> PackageNames;
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FText NodeTitle;
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bool bUsesThumbnail;
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FAssetData CachedAssetData;
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UEdGraphPin* DependencyPin;
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UEdGraphPin* ReferencerPin;
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};
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