42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_CallDataTableFunction.h"
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#include "Containers/UnrealString.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "UObject/Class.h"
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#include "UObject/NameTypes.h"
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UK2Node_CallDataTableFunction::UK2Node_CallDataTableFunction(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UK2Node_CallDataTableFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
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{
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Super::PinDefaultValueChanged(Pin);
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const FString& DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
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if (Pin->PinName.ToString() == DataTablePinName)
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{
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// When the DataTable pin gets a new value assigned, we need to update the Slate UI so that the RowName drop down gets updated
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GetGraph()->NotifyGraphChanged();
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}
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}
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void UK2Node_CallDataTableFunction::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
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{
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Super::NotifyPinConnectionListChanged(Pin);
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const FString& DataTablePinName = GetTargetFunction()->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
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if (Pin->PinName.ToString() == DataTablePinName)
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{
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// When the DataTable pin gets a new connection assigned, we need to update the Slate UI so that the RowName drop down gets updated
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GetGraph()->NotifyGraphChanged();
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}
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}
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