// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "K2Node.h" #include "K2Node_GenericToText.generated.h" UCLASS(MinimalAPI) class UK2Node_GenericToText : public UK2Node { GENERATED_BODY() //~ Begin UK2Node Interface. virtual void AllocateDefaultPins() override; virtual void PinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PinTypeChanged(UEdGraphPin* Pin) override; virtual void NodeConnectionListChanged() override; virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override; virtual void PostReconstructNode() override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual bool IsNodePure() const override { return true; } virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; //~ End UK2Node Interface. private: /** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */ void SynchronizeArgumentPinType(); };