Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
Jaroslaw Palczynski 28fc7695a0 Missing chages for 2481343.
Some P4V problem with backing out large changelist missed some files.

#codereview Robert.Manuszewski

[CL 2481366 by Jaroslaw Palczynski in Main branch]
2015-03-17 06:17:32 -04:00

46 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_TemporaryVariable.generated.h"
UCLASS(MinimalAPI)
class UK2Node_TemporaryVariable : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
struct FEdGraphPinType VariableType;
/** 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 */
UPROPERTY()
bool bIsPersistent;
// get variable pin
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin();
// Begin UEdGraphNode interface.
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FString GetDescriptiveCompiledName() const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override;
virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
// End UEdGraphNode interface.
// Begin UK2Node interface.
virtual bool IsNodePure() const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
// End UK2Node interface.
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};