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75 lines
2.6 KiB
C++
75 lines
2.6 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 "UObject/ObjectMacros.h"
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#include "UObject/UnrealType.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "K2Node_Event.h"
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#include "K2Node_ComponentBoundEvent.generated.h"
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class UDynamicBlueprintBinding;
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class UEdGraph;
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UCLASS(MinimalAPI)
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class UK2Node_ComponentBoundEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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/** Delegate property name that this event is associated with */
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UPROPERTY()
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FName DelegatePropertyName;
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/** Delegate property's owner class that this event is associated with */
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UPROPERTY()
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TObjectPtr<UClass> DelegateOwnerClass;
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/** Name of property in Blueprint class that pointer to component we want to bind to */
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UPROPERTY()
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FName ComponentPropertyName;
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//~ Begin UObject Interface
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virtual bool Modify(bool bAlwaysMarkDirty = true) override;
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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 void ReconstructNode() override;
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virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FString GetDocumentationLink() const override;
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virtual FString GetDocumentationExcerptName() const override;
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//~ End UEdGraphNode Interface
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//~ Begin K2Node Interface
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual UClass* GetDynamicBindingClass() const override;
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virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
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virtual void HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName) override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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//~ End K2Node Interface
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virtual bool IsUsedByAuthorityOnlyDelegate() const override;
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/** Return the delegate property that this event is bound to */
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BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegateProperty() const;
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BLUEPRINTGRAPH_API void InitializeComponentBoundEventParams(FObjectProperty const* InComponentProperty, const FMulticastDelegateProperty* InDelegateProperty);
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private:
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/** Returns true if there is an FObjectProperty on this blueprint with a name that matches ComponentPropertyName */
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bool IsDelegateValid() const;
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/** Cached display name for the delegate property */
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UPROPERTY()
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FText DelegatePropertyDisplayName;
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTextCache CachedNodeTitle;
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};
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