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UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GenericToText.h
2025-05-18 13:04:45 +08:00

43 lines
1.4 KiB
C++

// 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();
};