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#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch]
67 lines
2.7 KiB
C++
67 lines
2.7 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 "Misc/Guid.h"
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#include "K2Node.h"
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#include "K2Node_CreateDelegate.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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class UBlueprint;
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class UEdGraph;
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class UEdGraphPin;
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UCLASS(MinimalAPI)
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class UK2Node_CreateDelegate : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(meta = (BlueprintSearchable = "true"))
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FName SelectedFunctionName;
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UPROPERTY()
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FGuid SelectedFunctionGuid;
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public:
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() override;
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virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual void PinTypeChanged(UEdGraphPin* Pin) override;
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virtual void NodeConnectionListChanged() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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virtual void AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const override;
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// End of UEdGraphNode interface
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// UK2Node interface
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virtual bool IsNodePure() const override { return true; }
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virtual void PostReconstructNode() override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_ReceivesDelegateSignature; }
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virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
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// End of UK2Node interface
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bool IsValid(FString* OutMsg = NULL, bool bDontUseSkeletalClassForSelf = false) const;
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/** Set new Function name (Without notifying about the change) */
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BLUEPRINTGRAPH_API void SetFunction(FName Name);
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BLUEPRINTGRAPH_API UFunction* GetDelegateSignature() const;
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BLUEPRINTGRAPH_API UClass* GetScopeClass(bool bDontUseSkeletalClassForSelf = false) const;
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BLUEPRINTGRAPH_API FName GetFunctionName() const;
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BLUEPRINTGRAPH_API UEdGraphPin* GetDelegateOutPin() const;
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BLUEPRINTGRAPH_API UEdGraphPin* GetObjectInPin() const;
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BLUEPRINTGRAPH_API void HandleAnyChange(bool bForceModify = false);
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BLUEPRINTGRAPH_API void HandleAnyChangeWithoutNotifying();
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BLUEPRINTGRAPH_API void ValidationAfterFunctionsAreCreated(class FCompilerResultsLog& MessageLog, bool bFullCompile) const;
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// return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint.
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BLUEPRINTGRAPH_API void HandleAnyChange(UEdGraph* & OutGraph, UBlueprint* & OutBlueprint);
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};
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