Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

41 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "KismetCompilerMisc.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_Self.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_Self : public UK2Node
{
GENERATED_UCLASS_BODY()
//~ Begin UEdGraphNode Interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FText GetKeywords() const override;
virtual void AllocateDefaultPins() override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End UEdGraphNode Interface
//~ Begin K2Node Interface
virtual bool IsNodePure() const override { return true; }
virtual bool DrawNodeAsVariable() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
//~ End K2Node Interface
};