// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_Event.h" #include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache #include "K2Node_ComponentBoundEvent.generated.h" class UDynamicBlueprintBinding; UCLASS(MinimalAPI) class UK2Node_ComponentBoundEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() /** Delegate property name that this event is associated with */ UPROPERTY() FName DelegatePropertyName; /** Delegate property's owner class that this event is associated with */ UPROPERTY() UClass* DelegateOwnerClass; /** Name of property in Blueprint class that pointer to component we want to bind to */ UPROPERTY() FName ComponentPropertyName; // Begin UObject interface virtual bool Modify(bool bAlwaysMarkDirty = true) override; virtual void Serialize(FArchive& Ar) override; // End UObject interface // Begin UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual FString GetDocumentationLink() const override; virtual FString GetDocumentationExcerptName() const override; // End UEdGraphNode interface // Begin K2Node interface virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; // End K2Node interface virtual bool IsUsedByAuthorityOnlyDelegate() const override; /** Return the delegate property that this event is bound to */ BLUEPRINTGRAPH_API UMulticastDelegateProperty* GetTargetDelegateProperty() const; BLUEPRINTGRAPH_API void InitializeComponentBoundEventParams(UObjectProperty const* InComponentProperty, const UMulticastDelegateProperty* InDelegateProperty); private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedNodeTitle; };