Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

64 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "KismetCompilerMisc.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_TunnelBoundary.generated.h"
#define UE_API BLUEPRINTGRAPH_API
class FKismetCompilerContext;
class UK2Node_Tunnel;
class UObject;
UENUM()
enum class ETunnelBoundaryType : uint8
{
Unknown = 0,
EntrySite,
InputSite,
OutputSite
};
UCLASS(MinimalAPI)
class UK2Node_TunnelBoundary : public UK2Node
{
GENERATED_UCLASS_BODY()
/** Base Name */
UPROPERTY(Transient)
FName BaseName;
/** Node Type */
UPROPERTY(Transient)
ETunnelBoundaryType TunnelBoundaryType;
public:
//~ Begin UEdGraphNode Interface
UE_API virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
//~ End UEdGraphNode Interface
//~ Begin K2Node Interface
UE_API virtual class FNodeHandlingFunctor* CreateNodeHandler(FKismetCompilerContext& CompilerContext) const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface
/** Returns the type of tunnel boundary this node is */
ETunnelBoundaryType GetTunnelBoundaryType() const { return TunnelBoundaryType; }
/** Set node attributes based on the tunnel source node */
UE_API void SetNodeAttributes(const UK2Node_Tunnel* SourceNode);
};
#undef UE_API