64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintNodeSignature.h"
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "EdGraph/EdGraphPin.h"
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#include "Internationalization/Text.h"
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#include "K2Node.h"
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#include "KismetCompilerMisc.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_TemporaryVariable.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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class UEdGraph;
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class UObject;
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UCLASS(MinimalAPI)
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class UK2Node_TemporaryVariable : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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struct FEdGraphPinType VariableType;
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/** Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it */
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UPROPERTY()
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bool bIsPersistent;
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// get variable pin
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BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin();
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//~ Begin UEdGraphNode Interface.
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virtual void AllocateDefaultPins() override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FString GetDescriptiveCompiledName() const override;
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virtual bool IsCompatibleWithGraph(UEdGraph const* TargetGraph) const override;
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virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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//~ End UEdGraphNode Interface.
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//~ Begin UK2Node Interface.
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virtual bool IsNodePure() const override;
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virtual void PostReconstructNode() override;
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virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual FBlueprintNodeSignature GetSignature() const override;
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//~ End UK2Node Interface.
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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