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Change summary: - Extended FBlueprintActionContext to include a weak ptr to the current IBlueprintEditor context. - Added ENUM_CLASS_FLAGS() for the FBlueprintActionFilter::EFlags enumeration (for use as bitflags). - Deprecated the current FBlueprintActionFilter constructor, replaced with a more explicitly-typed EFlags param. - FBlueprintActionFilter now internally stores its filter flags. Also added FBlueprintActionFilter::HasAnyFlags/HasAllFlags(). - Minor refactor to a few action filter delegates to query the filter flags locally rather than add bool flags to delegate payloads. - The FBlueprintActionFilter constructor now unsets the non-imported filter flag if Blueprint namespace editor settings are disabled. - BlueprintActionFilterImpl::IsNonImportedObject() now utilizes the filter context rather than iterate the Blueprints array to find open asset editors. - Added an override for UBlueprintComponentNodeSpawner::IsTemplateNodeFilteredOut(). This is now used to filter out any loaded or unloaded BP component types from the context menu. - Cleaned up display inconsistencies in the menu UI spec between loaded vs. unloaded "Add Component" node spawner actions in the context menu. - Added an FSoftObjectPath variant of IBlueprintEditor::IsNonImportedObject() (to support unloaded non-native component type entries which store the class object path). Implemented as FBlueprintEditor::IsNonImportedObject(FSoftObjectPath). - Added an override for UK2Node_DynamicCast::IsActionFilteredOut() to exclude cast operator actions for non-native component types if they are not imported into the current editor context. - Modified SBlueprintActionMenu, SBlueprintFavoritesPalette and SBlueprintLibraryPalette to include the current editor context in applicable action filter context(s). #jira UE-149760 #rb Ben.Hoffman #preflight 62753dd9e31cfc52d5bd0539 [CL 20077282 by Phillip Kavan in ue5-main branch]
87 lines
3.3 KiB
C++
87 lines
3.3 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 "Templates/SubclassOf.h"
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#include "BlueprintNodeSignature.h"
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#include "K2Node.h"
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#include "Textures/SlateIcon.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "K2Node_DynamicCast.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_DynamicCast : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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/** The type that the input should try to be cast to */
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UPROPERTY()
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TSubclassOf<class UObject> TargetType;
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//~ Begin UEdGraphNode Interface
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virtual void AllocateDefaultPins() override;
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virtual FLinearColor GetNodeTitleColor() 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 FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
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virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
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virtual bool IncludeParentNodeContextMenu() const override { return true; }
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virtual void PostReconstructNode() override;
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virtual void PostPlacedNewNode() override;
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virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const override;
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//~ End UEdGraphNode Interface
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//~ Begin UK2Node Interface
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virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual FText GetMenuCategory() const override;
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virtual FBlueprintNodeSignature GetSignature() const override;
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virtual bool IsNodePure() const override { return bIsPureCast; }
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virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
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virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override;
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//~ End UK2Node Interface
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/** Get the 'valid cast' exec pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetValidCastPin() const;
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/** Get the 'invalid cast' exec pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetInvalidCastPin() const;
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/** Get the cast result pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetCastResultPin() const;
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/** Get the input object to be casted pin */
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BLUEPRINTGRAPH_API virtual UEdGraphPin* GetCastSourcePin() const;
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/** Get the boolean output pin that signifies a successful/failed cast. */
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BLUEPRINTGRAPH_API virtual UEdGraphPin* GetBoolSuccessPin() const;
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/**
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* Will change the node's purity, and reallocate pins accordingly (adding/
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* removing exec pins).
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*
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* @param bNewPurity The new value for bIsPureCast.
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*/
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BLUEPRINTGRAPH_API void SetPurity(bool bNewPurity);
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protected:
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/** Flips the node's purity (adding/removing exec pins as needed). */
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void TogglePurity();
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/** Update exec pins when converting from impure to pure. */
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bool ReconnectPureExecPins(TArray<UEdGraphPin*>& OldPins);
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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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UPROPERTY()
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bool bIsPureCast;
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};
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