void UK2Node_DynamicCast::PostPlacedNewNode() { Super::PostPlacedNewNode(); const UBlueprintEditorSettings* BlueprintSettings = GetDefault<UBlueprintEditorSettings>(); SetPurity(BlueprintSettings->bFavorPureCastNodes); }
void UK2Node_DynamicCast::TogglePurity() { FText TransactionTitle; if(bIsPureCast) { TransactionTitle = LOCTEXT("TogglePure", "Convert to Pure Cast"); } else { TransactionTitle = LOCTEXT("ToggleImpure", "Convert to Impure Cast"); } const FScopedTransaction Transaction( TransactionTitle ); Modify(); SetPurity(!bIsPureCast); }
void UK2Node_VariableGet::TogglePurity() { FText TransactionTitle; if(!bIsPureGet) { TransactionTitle = LOCTEXT("TogglePureGet", "Convert to Pure Get"); } else { TransactionTitle = LOCTEXT("ToggleImpureGet", "Convert to Impure Get"); } const FScopedTransaction Transaction( TransactionTitle ); Modify(); SetPurity(!bIsPureGet); }