Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

48 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Textures/SlateIcon.h"
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_ForEachElementInEnum.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
UCLASS(MinimalAPI)
class UK2Node_ForEachElementInEnum : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
UEnum* Enum;
BLUEPRINTGRAPH_API static const FName InsideLoopPinName;
BLUEPRINTGRAPH_API static const FName EnumOuputPinName;
BLUEPRINTGRAPH_API static const FName SkipHiddenPinName;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return false; }
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual void PostPlacedNewNode() override;
//~ End UK2Node Interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};