// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintActionFilter.h" #include "K2Node_CallFunction.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_EditorPropertyAccess.generated.h" class FBlueprintActionDatabaseRegistrar; class UEdGraph; class UObject; UCLASS(Abstract) class UK2Node_EditorPropertyAccessBase : public UK2Node_CallFunction { GENERATED_BODY() public: //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override; virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override; virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override; //~ End UK2Node Interface protected: //~ Begin UK2Node_CallFunction interface virtual bool CanToggleNodePurity() const override { return false; } //~ End UK2Node_CallFunction interface }; UCLASS() class UK2Node_GetEditorProperty : public UK2Node_EditorPropertyAccessBase { GENERATED_BODY() public: UK2Node_GetEditorProperty(); }; UCLASS() class UK2Node_SetEditorProperty : public UK2Node_EditorPropertyAccessBase { GENERATED_BODY() public: UK2Node_SetEditorProperty(); };