Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

74 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_Event.h"
#include "K2Node_ActorBoundEvent.generated.h"
class AActor;
class FKismetCompilerContext;
class FNodeHandlingFunctor;
class UEdGraph;
UCLASS(MinimalAPI)
class UK2Node_ActorBoundEvent : 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()
TObjectPtr<UClass> DelegateOwnerClass;
/** The event that this event is bound to */
UPROPERTY()
TObjectPtr<class AActor> EventOwner;
//~ Begin UObject Interface
virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface
virtual void ReconstructNode() override;
virtual void DestroyNode() override;
virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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 AActor* GetReferencedLevelActor() const override;
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual FNodeHandlingFunctor* CreateNodeHandler(FKismetCompilerContext& CompilerContext) const override;
//~ End K2Node Interface
virtual bool IsUsedByAuthorityOnlyDelegate() const override;
/**
* Initialized the members of the node, given the specified owner and delegate property. This will fill out all the required members for the event, such as CustomFunctionName
*
* @param InEventOwner The target for this bound event
* @param InDelegateProperty The multicast delegate property associated with the event, which will have a delegate added to it in the level script actor, matching its signature
*/
BLUEPRINTGRAPH_API void InitializeActorBoundEventParams(AActor* InEventOwner, const FMulticastDelegateProperty* InDelegateProperty);
/** Return the delegate property that this event is bound to */
BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegateProperty() const;
BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegatePropertyFromSkel() const;
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};