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Some P4V problem with backing out large changelist missed some files. #codereview Robert.Manuszewski [CL 2481366 by Jaroslaw Palczynski in Main branch]
46 lines
1.6 KiB
C++
46 lines
1.6 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
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#include "K2Node_TemporaryVariable.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_TemporaryVariable : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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struct FEdGraphPinType VariableType;
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/** Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it */
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UPROPERTY()
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bool bIsPersistent;
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// get variable pin
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BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin();
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// Begin UEdGraphNode interface.
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virtual void AllocateDefaultPins() override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FString GetDescriptiveCompiledName() const override;
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virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override;
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virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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// End UEdGraphNode interface.
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// Begin UK2Node interface.
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virtual bool IsNodePure() const override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual FBlueprintNodeSignature GetSignature() const override;
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// End UK2Node interface.
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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