Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
2014-09-03 18:17:44 -04:00

42 lines
1.5 KiB
C++

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