Better error handling in 'Call a Lua Function' k2node
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@@ -78,6 +78,7 @@ private:
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static const FName InvokeOrProbePinName;
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static const FName PlacePinName;
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static const FName ExtraResultsPinName;
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static const FName ErrorPinName;
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/** Utility functions for manipulating pin names with prefixes **/
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static bool IsPrefix(const UEdGraphPin *Pin, char Prefix);
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@@ -88,6 +89,11 @@ private:
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/** The lua function prototype, which must be saved as a property **/
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UPROPERTY()
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FString LuaFunctionPrototype;
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/** Equal to the invoke-or-probe property **/
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UPROPERTY()
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FString InvokeOrProbe;
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/** Tooltip text for this node. */
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FText NodeTooltip;
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