Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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

75 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UnrealType.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_Event.h"
#include "K2Node_ComponentBoundEvent.generated.h"
class UDynamicBlueprintBinding;
class UEdGraph;
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()
TObjectPtr<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 void ReconstructNode() 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 bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
virtual void HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName) override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End K2Node Interface
virtual bool IsUsedByAuthorityOnlyDelegate() const override;
/** Return the delegate property that this event is bound to */
BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegateProperty() const;
BLUEPRINTGRAPH_API void InitializeComponentBoundEventParams(FObjectProperty const* InComponentProperty, const FMulticastDelegateProperty* InDelegateProperty);
private:
/** Returns true if there is an FObjectProperty on this blueprint with a name that matches ComponentPropertyName */
bool IsDelegateValid() const;
/** Cached display name for the delegate property */
UPROPERTY()
FText DelegatePropertyDisplayName;
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};