Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_PureAssignmentStatement.h
2025-05-18 13:04:45 +08:00

49 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "K2Node.h"
#include "KismetCompilerMisc.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_PureAssignmentStatement.generated.h"
class FName;
class UEdGraphPin;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_PureAssignmentStatement : public UK2Node
{
GENERATED_UCLASS_BODY()
// Name of the Variable pin for this node
static FName VariablePinName;
// Name of the Value pin for this node
static FName ValuePinName;
// Name of the output pin for this node
static FName OutputPinName;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return true; }
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface
/** Get the Then output pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetOutputPin() const;
/** Get the Variable input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin() const;
/** Get the Value input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
};