Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Message.h
Mike Beach 1dfbb2d829 Optimizing BP node titles (caching any that use FText::Format(), which is slow).
[CL 2282225 by Mike Beach in Main branch]
2014-09-02 19:08:09 -04:00

37 lines
1.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_CallFunction.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
#include "K2Node_Message.generated.h"
UCLASS(MinimalAPI)
class UK2Node_Message : public UK2Node_CallFunction
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface.
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End UEdGraphNode interface.
// Begin K2Node interface.
virtual bool IsNodeSafeToIgnore() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual FName GetCornerIcon() const override;
// End K2Node interface.
// Begin K2Node_CallFunction Interface.
virtual UEdGraphPin* CreateSelfPin(const UFunction* Function) override;
protected:
virtual void EnsureFunctionIsInBlueprint() override;
// End K2Node_CallFunction Interface.
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};