// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/Blueprint.h" // for FBPVariableDescription #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Textures/SlateIcon.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_MakeVariable.generated.h" class FBlueprintActionDatabaseRegistrar; class FKismetCompilerContext; class FProperty; class UEdGraphPin; class UFunction; class UObject; UCLASS(MinimalAPI) class UK2Node_MakeVariable : public UK2Node { GENERATED_UCLASS_BODY() private: UPROPERTY() FBPVariableDescription VariableType; public: void SetupVariable(const FBPVariableDescription& InVariableType, UEdGraphPin* TargetInputPin, FKismetCompilerContext& CompilerContext, UFunction* Scope, const FProperty* Property ); // UK2Node interface virtual bool IsNodePure() const override { return true; } virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; // End of UK2Node interface UEdGraphPin* GetOutputPin() const; const FBPVariableDescription& GetVariableType() const { return VariableType; } };