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Modify FKismetCompiledFunctionContext::ValidatePin to take a PinType instead of just the Category and SubCategory strings [CL 2299802 by Marc Audy in Main branch]
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_Switch.h"
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#include "K2Node_SwitchInteger.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_SwitchInteger : public UK2Node_Switch
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{
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GENERATED_UCLASS_BODY()
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/** Set the starting index for the node */
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UPROPERTY(EditAnywhere, Category=PinOptions, meta=(NoSpinbox=true))
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int32 StartIndex;
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// UObject interface
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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 FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual bool ShouldShowNodeProperties() const override { return true; }
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// End of UEdGraphNode interface
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// UK2Node interface
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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// End of UK2Node interface
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// UK2Node_Switch Interface
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virtual FString GetUniquePinName() override;
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virtual FString GetPinNameGivenIndex(int32 Index) override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual FEdGraphPinType GetPinType() const override;
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// End of UK2Node_Switch Interface
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protected:
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virtual void CreateCasePins() override;
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virtual void CreateSelectionPin() override;
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virtual void RemovePin(UEdGraphPin* TargetPin) override;
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};
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