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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h

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1.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintNodeSpawner.h"
#include "BlueprintFunctionNodeSpawner.generated.h"
/**
* Takes care of spawning various UK2Node_CallFunction nodes. Acts as the
* "action" portion of certain FBlueprintActionMenuItems.
*/
UCLASS(Transient)
class BLUEPRINTGRAPH_API UBlueprintFunctionNodeSpawner : public UBlueprintNodeSpawner
{
GENERATED_UCLASS_BODY()
public:
/**
* Creates a new UBlueprintFunctionNodeSpawner for the specified function.
* Does not do any compatibility checking to ensure that the function is
* viable as a blueprint function call (do that before calling this).
*
* @param Function The function you want assigned to new nodes.
* @param Outer Optional outer for the new spawner (if left null, the transient package will be used).
* @return A newly allocated instance of this class.
*/
static UBlueprintFunctionNodeSpawner* Create(UFunction const* const Function, UObject* Outer = nullptr);
// UBlueprintNodeSpawner interface
virtual UEdGraphNode* Invoke(UEdGraph* ParentGraph, FVector2D const Location) const override;
virtual FText GetDefaultMenuName() const override;
virtual FText GetDefaultMenuCategory() const override;
virtual FText GetDefaultMenuTooltip() const override;
virtual FText GetDefaultSearchKeywords() const override;
// End UBlueprintNodeSpawner interface
/**
* Retrieves the function that this assigns to spawned nodes (defines the
* node's signature).
*
* @return The function that this class was initialized with.
*/
UFunction const* GetFunction() const;
private:
/** The function to configure new nodes with. */
UPROPERTY()
UFunction const* Function;
};