Files
UnrealEngine/Engine/Plugins/FX/Niagara/Source/NiagaraEditor/Public/NiagaraNodeWriteDataSet.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

44 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "NiagaraCommon.h"
#include "NiagaraEditorCommon.h"
#include "NiagaraNodeDataSetBase.h"
#include "NiagaraNodeWriteDataSet.generated.h"
UCLASS(MinimalAPI)
class UNiagaraNodeWriteDataSet : public UNiagaraNodeDataSetBase
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(EditAnywhere, Category = DataSet)
FName EventName;
//TODO: DIRECT AND APPEND-CONSUME
// UPROPERTY(EditAnywhere, Category = DataSet)
// ENiagaraDataSetAccessMode AccessMode;
//~ Begin UObject interface
virtual void PostLoad() override;
//~ End UObject Interface
//~ Begin EdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
//~ End EdGraphNode Interface
virtual void Compile(FTranslator* Translator, TArray<int32>& Outputs) const override;
virtual void BuildParameterMapHistory(FNiagaraParameterMapHistoryBuilder& OutHistory, bool bRecursive = true, bool bFilterForCompilation = true) const override;
virtual TSharedPtr<SGraphNode> CreateVisualWidget() override;
virtual bool SynchronizeWithStruct() override;
protected:
void AddConditionPin(int32 PinIndex = -1);
};