Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
Marc Audy 039b71df16 Fix compilation issues with Switch Enum Node.
Modify FKismetCompiledFunctionContext::ValidatePin to take a PinType instead of just the Category and SubCategory strings

[CL 2299802 by Marc Audy in Main branch]
2014-09-16 14:26:32 -04:00

44 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Switch.h"
#include "K2Node_SwitchInteger.generated.h"
UCLASS(MinimalAPI)
class UK2Node_SwitchInteger : public UK2Node_Switch
{
GENERATED_UCLASS_BODY()
/** Set the starting index for the node */
UPROPERTY(EditAnywhere, Category=PinOptions, meta=(NoSpinbox=true))
int32 StartIndex;
// UObject interface
void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
// UK2Node_Switch Interface
virtual FString GetUniquePinName() override;
virtual FString GetPinNameGivenIndex(int32 Index) override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual FEdGraphPinType GetPinType() const override;
// End of UK2Node_Switch Interface
protected:
virtual void CreateCasePins() override;
virtual void CreateSelectionPin() override;
virtual void RemovePin(UEdGraphPin* TargetPin) override;
};