Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
Mike Beach 66b56f0dfd Making it so the blueprint favoriting system works with the new menu system.
[CL 2301204 by Mike Beach in Main branch]
2014-09-17 13:01:38 -04:00

40 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Variable.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_VariableSet.generated.h"
UCLASS(MinimalAPI)
class UK2Node_VariableSet : public UK2Node_Variable
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End UEdGraphNode interface
// Begin K2Node interface
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End K2Node interface
BLUEPRINTGRAPH_API bool HasLocalRepNotify() const;
BLUEPRINTGRAPH_API FName GetRepNotifyName() const;
BLUEPRINTGRAPH_API bool ShouldFlushDormancyOnSet() const;
static FText GetPropertyTooltip(UProperty const* VariableProperty);
static FText GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc);
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};