Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.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

49 lines
1.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphPin.h"
#include "K2Node_Switch.h"
#include "K2Node_SwitchName.generated.h"
class FBlueprintActionDatabaseRegistrar;
UCLASS(MinimalAPI)
class UK2Node_SwitchName : public UK2Node_Switch
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions)
TArray<FName> PinNames;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
// UK2Node_Switch Interface
BLUEPRINTGRAPH_API virtual void AddPinToSwitchNode() override;
virtual FName GetUniquePinName() override;
virtual FEdGraphPinType GetPinType() const override;
// End of UK2Node_Switch Interface
virtual FName GetPinNameGivenIndex(int32 Index) const override;
protected:
virtual void CreateSelectionPin() override;
virtual void CreateCasePins() override;
virtual void RemovePin(UEdGraphPin* TargetPin) override;
};