Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/SGraphNodeKnot.h
Michael Noland 6046bb9cc9 Blueprints: Add reroute nodes to help organize wires
- Clean up FDragConnection construction and add a factory function in SGraphPin to extend it for some pins
- Clean up arguments to FOnGetContextMenuFor in SGraphPanel
- Various modifications to SGraphPin to permit implementation of wire knots/reroute nodes
#codereview nick.whiting

[CL 2074801 by Michael Noland in Main branch]
2014-05-15 17:34:14 -04:00

24 lines
697 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SGraphNodeDefault.h"
#include "K2Node_Knot.h"
class SGraphNodeKnot : public SGraphNodeDefault
{
public:
SLATE_BEGIN_ARGS(SGraphNodeKnot) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, class UK2Node_Knot* InKnot);
// SGraphNode interface
virtual void UpdateGraphNode() OVERRIDE;
virtual const FSlateBrush* GetShadowBrush(bool bSelected) const OVERRIDE;
virtual TSharedPtr<SGraphPin> CreatePinWidget(UEdGraphPin* Pin) const OVERRIDE;
virtual void AddPin(const TSharedRef<SGraphPin>& PinToAdd) OVERRIDE;
virtual void RequestRenameOnSpawn() OVERRIDE { }
// End of SGraphNode interface
};