Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_EditorPropertyAccess.h
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

52 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintActionFilter.h"
#include "K2Node_CallFunction.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_EditorPropertyAccess.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
class UObject;
UCLASS(Abstract)
class UK2Node_EditorPropertyAccessBase : public UK2Node_CallFunction
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override;
virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
//~ End UK2Node Interface
};
UCLASS()
class UK2Node_GetEditorProperty : public UK2Node_EditorPropertyAccessBase
{
GENERATED_BODY()
public:
UK2Node_GetEditorProperty();
};
UCLASS()
class UK2Node_SetEditorProperty : public UK2Node_EditorPropertyAccessBase
{
GENERATED_BODY()
public:
UK2Node_SetEditorProperty();
};