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