Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

48 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Textures/SlateIcon.h"
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_ForEachElementInEnum.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
UCLASS(MinimalAPI)
class UK2Node_ForEachElementInEnum : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
UEnum* Enum;
BLUEPRINTGRAPH_API static const FName InsideLoopPinName;
BLUEPRINTGRAPH_API static const FName EnumOuputPinName;
BLUEPRINTGRAPH_API static const FName SkipHiddenPinName;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return false; }
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual void PostPlacedNewNode() override;
//~ End UK2Node Interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};