You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb phillip.kavan #rnx #preflight 6075cfa00a49b700011f10a3 [CL 15992752 by Tim Smith in ue5-main branch]
55 lines
1.9 KiB
C++
55 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "Textures/SlateIcon.h"
|
|
#include "K2Node.h"
|
|
#include "EdGraph/EdGraphNodeUtils.h"
|
|
#include "NodeDependingOnEnumInterface.h"
|
|
#include "K2Node_ForEachElementInEnum.generated.h"
|
|
|
|
class FBlueprintActionDatabaseRegistrar;
|
|
class UEdGraph;
|
|
|
|
UCLASS(MinimalAPI)
|
|
class UK2Node_ForEachElementInEnum : public UK2Node, public INodeDependingOnEnumInterface
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
UPROPERTY()
|
|
TObjectPtr<UEnum> Enum;
|
|
|
|
BLUEPRINTGRAPH_API static const FName InsideLoopPinName;
|
|
BLUEPRINTGRAPH_API static const FName EnumOuputPinName;
|
|
BLUEPRINTGRAPH_API static const FName SkipHiddenPinName;
|
|
|
|
//~ Begin UEdGraphNode Interface
|
|
virtual void AllocateDefaultPins() override;
|
|
virtual FText GetTooltipText() const override;
|
|
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
|
|
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
|
|
//~ 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;
|
|
virtual void PostPlacedNewNode() override;
|
|
//~ End UK2Node Interface
|
|
|
|
// INodeDependingOnEnumInterface
|
|
virtual class UEnum* GetEnum() const override { return Enum; }
|
|
virtual void ReloadEnum(class UEnum* InEnum) override;
|
|
virtual bool ShouldBeReconstructedAfterEnumChanged() const override { return false; }
|
|
// End of INodeDependingOnEnumInterface
|
|
|
|
private:
|
|
/** Constructing FText strings can be costly, so we cache the node's title */
|
|
FNodeTextCache CachedNodeTitle;
|
|
};
|
|
|