// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Math/Color.h" #include "Textures/SlateIcon.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_IfThenElse.generated.h" class FBlueprintActionDatabaseRegistrar; class UEdGraphPin; class UObject; UCLASS(MinimalAPI, meta=(Keywords = "if bool branch")) class UK2Node_IfThenElse : public UK2Node { GENERATED_UCLASS_BODY() //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FLinearColor GetNodeTitleColor() const 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 K2Node Interface. virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; //~ End K2Node Interface. /** Get the return value pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetElsePin() const; /** Get the condition pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetConditionPin() const; };