Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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

39 lines
1.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_ForEachElementInEnum.generated.h"
UCLASS(MinimalAPI)
class UK2Node_ForEachElementInEnum : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
UEnum* Enum;
static const FString InsideLoopPinName;
static const FString EnumOuputPinName;
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const override{ return TEXT("GraphEditor.Macro.Loop_16x"); }
// 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;
// End UK2Node interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};