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UnrealEngineUWP/Engine/Plugins/Runtime/ModelViewViewModel/Source/ModelViewViewModelBlueprint/Private/MVVMFunctionGraphHelper.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "UObject/Object.h"
class FKismetCompilerContext;
class UBlueprint;
class UEdGraph;
namespace UE::MVVM::FunctionGraphHelper
{
/** Generate a function graph that can be viewed in the BP editor. */
MODELVIEWVIEWMODELBLUEPRINT_API UEdGraph* CreateFunctionGraph(FKismetCompilerContext& Context, const FStringView FunctionName, EFunctionFlags ExtraFunctionFlag, const FStringView Category, bool bIsEditable);
/** Generate a function graph that cannot be viewed in the BP editor. */
UEdGraph* CreateIntermediateFunctionGraph(FKismetCompilerContext& Context, const FStringView FunctionName, EFunctionFlags ExtraFunctionFlag, const FStringView Category, bool bIsEditable);
/** Add an input argument to an existing function graph. */
bool AddFunctionArgument(UEdGraph* FunctionGraph, TSubclassOf<UObject> Argument, FName ArgumentName);
/** Add an input argument to an existing function graph. */
bool AddFunctionArgument(UEdGraph* FunctionGraph, FProperty* Argument, FName ArgumentName);
/** Generate the nodes needed for to call the MVVMView::SetViewModel function. */
bool GenerateViewModelSetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FName ViewModelName);
/** Generate the nodes needed for to set the property and to call the broadcast field notify function. */
bool GenerateViewModelFieldNotifySetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FProperty* Property, FName InputPinName);
/** Generate the nodes needed to broadcast field notify function. */
bool GenerateViewModelFielNotifyBroadcast(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FProperty* Property);
} //namespace