35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintCompiledStatement.h"
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#include "Containers/Map.h"
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#include "KismetCompilerMisc.h"
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class FKismetCompilerContext;
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class UEdGraphNode;
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class UEdGraphPin;
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struct FBPTerminal;
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struct FKismetFunctionContext;
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//////////////////////////////////////////////////////////////////////////
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// FKCHandler_DynamicCast
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class FKCHandler_DynamicCast : public FNodeHandlingFunctor
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{
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protected:
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TMap<UEdGraphNode*, FBPTerminal*> BoolTermMap; // should be deprecated at a certain point (left in for backwards compatibility)
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EKismetCompiledStatementType CastType;
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public:
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FKCHandler_DynamicCast(FKismetCompilerContext& InCompilerContext, EKismetCompiledStatementType InCastType)
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: FNodeHandlingFunctor(InCompilerContext)
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, CastType(InCastType)
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{
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}
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virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
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virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override;
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virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
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};
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