Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#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]
2019-12-26 15:33:43 -05:00

53 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "K2Node.h"
#include "K2Node_GenericCreateObject.h"
#include "Textures/SlateIcon.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_SpawnActorFromClass.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
UCLASS()
class BLUEPRINTGRAPH_API UK2Node_SpawnActorFromClass : public UK2Node_ConstructObjectFromClass
{
GENERATED_UCLASS_BODY()
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual bool IsNodeSafeToIgnore() const override { return true; }
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
//~ End UK2Node Interface
//~ Begin UK2Node_ConstructObjectFromClass Interface
virtual UClass* GetClassPinBaseClass() const;
virtual bool IsSpawnVarPin(UEdGraphPin* Pin) const override;
//~ End UK2Node_ConstructObjectFromClass Interface
private:
/** Get the spawn transform input pin */
UEdGraphPin* GetSpawnTransformPin() const;
/** Get the collision handling method input pin */
UEdGraphPin* GetCollisionHandlingOverridePin() const;
/** Get the actor owner pin */
UEdGraphPin* GetOwnerPin() const;
void MaybeUpdateCollisionPin(TArray<UEdGraphPin*>& OldPins);
};