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#jira UE-92574 Fix scene component pins being shown on add component by class node at incorrect times (mostly when the class is null) #rb Ben.Hoffman #rnx #robomerge[RELEASE] Release-Engine-Staging #robomerge[BOT1] 13.00 [CL 13074112 by Marc Audy in Main branch]
46 lines
1.6 KiB
C++
46 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "K2Node_ConstructObjectFromClass.h"
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#include "K2Node_AddComponentByClass.generated.h"
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/**
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* Implementation of K2Node for creating a component based on a selected or passed in class
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*/
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_AddComponentByClass : public UK2Node_ConstructObjectFromClass
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{
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GENERATED_BODY()
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public:
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UK2Node_AddComponentByClass(const FObjectInitializer& ObjectInitializer);
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//~ Begin UEdGraphNode Interface.
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virtual void AllocateDefaultPins() override;
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virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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//~ End UEdGraphNode Interface.
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//~ Begin UK2Node_ConstructObjectFromClass Interface
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virtual void CreatePinsForClass(UClass* InClass, TArray<UEdGraphPin*>* OutClassPins) override;
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protected:
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virtual FText GetBaseNodeTitle() const override;
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virtual FText GetDefaultNodeTitle() const override;
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virtual FText GetNodeTitleFormat() const override;
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virtual UClass* GetClassPinBaseClass() const override;
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virtual bool IsSpawnVarPin(UEdGraphPin* Pin) const override;
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//~ End UK2Node_ConstructObjectFromClass Interface
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UEdGraphPin* GetRelativeTransformPin() const;
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UEdGraphPin* GetManualAttachmentPin() const;
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/** Returns true if the currently selected or linked class is known to be a scene component */
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bool IsSceneComponent() const;
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/** Utility function to set whether the scene component specific pins are hidden or not */
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void SetSceneComponentPinsHidden(bool bHidden);
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};
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