void UK2Node_SwitchString::AddPinToSwitchNode() { FString PinName = GetUniquePinName(); PinNames.Add(PinName); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, PinName); }
void UK2Node_Switch::AddPinToSwitchNode() { const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); FString NewPinName = GetUniquePinName(); if (NewPinName.Len() > 0) { CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, NewPinName); } }
void UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags::AddPinToSwitchNode() { FString PinName = GetUniquePinName(); FString InPin = TEXT("Tag") + PinName; FString OutPin = PinName + TEXT(" True"); PinNames.Add(FName(*PinName)); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), FGameplayTag::StaticStruct(), false, true, InPin); CreatePin(EGPD_Output, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, OutPin); }
void UK2Node_FormatText::AddArgumentPin() { const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "AddArgumentPin", "Add Argument Pin") ); Modify(); const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema()); FText PinName = GetUniquePinName(); CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, PinName.ToString()); PinNames.Add(PinName); FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint()); GetGraph()->NotifyGraphChanged(); }