Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
2014-09-03 18:17:44 -04:00

43 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_MakeStruct.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_SetFieldsInStruct.generated.h"
// Pure kismet node that creates a struct with specified values for each member
UCLASS(MinimalAPI)
class UK2Node_SetFieldsInStruct : public UK2Node_MakeStruct
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
// End UEdGraphNode interface
// Begin K2Node interface
virtual bool IsNodePure() const override { return false; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End K2Node interface
BLUEPRINTGRAPH_API static bool ShowCustomPinActions(const UEdGraphPin* InGraphPin, bool bIgnorePinsNum);
enum EPinsToRemove
{
GivenPin,
AllOtherPins
};
BLUEPRINTGRAPH_API void RemoveFieldPins(const UEdGraphPin* InGraphPin, EPinsToRemove Selection);
BLUEPRINTGRAPH_API bool AllPinsAreShown() const;
BLUEPRINTGRAPH_API void RestoreAllPins();
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};