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42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_StructOperation.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
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#include "K2Node_StructMemberGet.generated.h"
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// Pure kismet node that gets one or more member variables of a struct
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UCLASS(MinimalAPI)
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class UK2Node_StructMemberGet : public UK2Node_StructOperation
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize)
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TArray<FOptionalPinFromProperty> ShowPinForProperties;
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// UObject interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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// End of UEdGraphNode interface
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// UK2Node interface
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virtual bool IsNodePure() const override { return true; }
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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// End of UK2Node interface
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// AllocateDefaultPins with just one member set
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BLUEPRINTGRAPH_API void AllocatePinsForSingleMemberGet(FName MemberName);
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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