Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

30 lines
973 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_AddDelegate.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_AssignDelegate.generated.h"
/**
* Modeled after FEdGraphSchemaAction_K2AssignDelegate for the newer Blueprint
* menu system. Acts simply as a UK2Node_AddDelegate with an attached custom-
* event node (spawned in PostPlacedNewNode).
*/
UCLASS(MinimalAPI)
class UK2Node_AssignDelegate : public UK2Node_AddDelegate
{
GENERATED_UCLASS_BODY()
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetMenuCategory() const override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
virtual void PostPlacedNewNode() override;
// End of UEdGraphNode interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedListTitle;
};