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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h

42 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Switch.h"
#include "K2Node_SwitchString.generated.h"
UCLASS(MinimalAPI)
class UK2Node_SwitchString : public UK2Node_Switch
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions)
TArray<FString> PinNames;
UPROPERTY(EditAnywhere, Category=PinOptions)
uint32 bIsCaseSensitive : 1;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) OVERRIDE;
// End of UObject interface
// UEdGraphNode interface
virtual FString GetTooltip() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual bool ShouldShowNodeProperties() const OVERRIDE { return true; }
// End of UEdGraphNode interface
// UK2Node_Switch Interface
BLUEPRINTGRAPH_API virtual void AddPinToSwitchNode() OVERRIDE;
virtual FString GetUniquePinName() OVERRIDE;
virtual const FString& GetPinType(const UEdGraphSchema_K2* Schema) const OVERRIDE { return Schema->PC_String; }
// End of UK2Node_Switch Interface
virtual FString GetPinNameGivenIndex(int32 Index) OVERRIDE;
protected:
virtual void CreateSelectionPin() OVERRIDE;
virtual void CreateCasePins() OVERRIDE;
virtual void RemovePin(UEdGraphPin* TargetPin) OVERRIDE;
};