A Demo Project for the UnrealEngineSDK
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DialogueGraphNode_Root.cpp
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
3
4#include "DialogueGraphNode.h"
5
7// Begin UEdGraphNode interface
9{
10 // Root node can only have output nodes so any other type should not be supported.
11 if (Pin->Direction == EGPD_Output)
12 {
13 Super::PinConnectionListChanged(Pin);
14 }
15}
16// End UEdGraphNode interface
18
20// Begin UDialogueGraphNode_Base interface
21void UDialogueGraphNode_Root::OnDialoguePropertyChanged(const FPropertyChangedEvent& PropertyChangedEvent)
22{
23 if (!PropertyChangedEvent.Property || !PropertyChangedEvent.MemberProperty)
24 {
25 return;
26 }
27
28 // Only interested in the Dialogue.StartNode
29 if (PropertyChangedEvent.MemberProperty->GetFName() != UDlgDialogue::GetMemberNameStartNode())
30 {
31 return;
32 }
33
34 //HandleOnDialoguePropertyChanged(PropertyChangedEvent, GetDialogue()->GetStartNode());
35}
36// End UDialogueGraphNode_Base interface
void PinConnectionListChanged(UEdGraphPin *Pin) override
void OnDialoguePropertyChanged(const FPropertyChangedEvent &PropertyChangedEvent) override