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Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both. Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets. #rb Phillip.Kavan [CL 30316851 by zhikang shao in ue5-main branch]
71 lines
2.5 KiB
C++
71 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "EdGraph/EdGraphNode.h"
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#include "Engine/MemberReference.h"
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#include "K2Node_EditablePinBase.h"
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#include "Math/Color.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_FunctionTerminator.generated.h"
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class FArchive;
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class FText;
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class UFunction;
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class UObject;
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struct FEdGraphPinType;
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UCLASS(abstract, MinimalAPI)
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class UK2Node_FunctionTerminator : public UK2Node_EditablePinBase
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{
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GENERATED_UCLASS_BODY()
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/** Reference to the function signature. This is only resolvable by default if this is an inherited function */
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UPROPERTY()
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FMemberReference FunctionReference;
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//~ Begin UObject Interface
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virtual void Serialize(FArchive& Ar) override;
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//~ End UObject Interface
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//~ Begin UEdGraphNode Interface
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FString GetFindReferenceSearchString_Impl(EGetFindReferenceSearchStringFlags InFlags) const override;
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virtual FName CreateUniquePinName(FName SourcePinName) const override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const override;
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//~ End UEdGraphNode Interface
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//~ Begin UK2Node Interface
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual void PostPasteNode() override;
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//~ End UK2Node Interface
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//~ Begin UK2Node_EditablePinBase Interface
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virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override;
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//~ End UK2Node_EditablePinBase Interface
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/** Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions */
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BLUEPRINTGRAPH_API virtual void PromoteFromInterfaceOverride(bool bIsPrimaryTerminator = true);
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/** Returns the UFunction that this node actually represents, this will work for both inherited and newly created functions */
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BLUEPRINTGRAPH_API UFunction* FindSignatureFunction() const;
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private:
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/** (DEPRECATED) Function signature class. Replaced by the 'FunctionReference' property. */
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UPROPERTY()
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TSubclassOf<class UObject> SignatureClass_DEPRECATED;
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/** (DEPRECATED) Function signature name. Replaced by the 'FunctionReference' property. */
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UPROPERTY()
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FName SignatureName_DEPRECATED;
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};
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