Files
UnrealEngineUWP/Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

56 lines
2.2 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "K2Node_BaseAsyncTask.h"
#include "GameplayTask.h"
#include "K2Node_LatentGameplayTaskCall.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
class UEdGraphPin;
class UEdGraphSchema;
class UEdGraphSchema_K2;
UCLASS()
class GAMEPLAYTASKSEDITOR_API UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
{
GENERATED_BODY()
public:
UK2Node_LatentGameplayTaskCall(const FObjectInitializer& ObjectInitializer);
// UEdGraphNode interface
virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UEdGraphNode interface
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
bool ConnectSpawnProperties(UClass* ClassToSpawn, const UEdGraphSchema_K2* Schema, class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorReturnPin); //Helper
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
void CreatePinsForClass(UClass* InClass);
UEdGraphPin* GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
UClass* GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
UEdGraphPin* GetResultPin() const;
bool IsSpawnVarPin(UEdGraphPin* Pin);
bool ValidateActorSpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors);
bool ValidateActorArraySpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors);
UPROPERTY()
TArray<FString> SpawnParamPins;
static void RegisterSpecializedTaskNodeClass(TSubclassOf<UK2Node_LatentGameplayTaskCall> NodeClass);
protected:
static bool HasDedicatedNodeClass(TSubclassOf<UGameplayTask> TaskClass);
virtual bool IsHandling(TSubclassOf<UGameplayTask> TaskClass) const { return true; }
private:
static TArray<TWeakObjectPtr<UClass> > NodeClasses;
};