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Localization fixes for Find-in-Blueprints so it will again search the current and native language. CallFunction and CustomEvents now store their non-friendly "native" names. These will not actually appear in search results, but will be compared while searching to determine if the node matches the results. Gathering Blueprint search data will now force friendly names to true while it gathers so gathered data does not differ based on the setting. #jira UE-15901 - Right click a custom event to get a list of all blueprints that are calling the custom event [CL 2572814 by Michael Schoell in Main branch]
80 lines
3.2 KiB
C++
80 lines
3.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_Event.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
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#include "K2Node_CustomEvent.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_CustomEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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/** Specifies that the event can be triggered in Editor */
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UPROPERTY()
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bool bCallInEditor;
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virtual bool IsEditable() const override;
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// UObject interface
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// Begin UEdGraphNode interface
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virtual void ReconstructNode() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void OnRenameNode(const FString& NewName) override;
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virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
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virtual FText GetTooltipText() const override;
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virtual FString GetDocumentationLink() const override;
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virtual FString GetDocumentationExcerptName() const override;
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virtual FName GetPaletteIcon(FLinearColor& OutColor) const override;
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virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
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virtual void AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const override;
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// End UEdGraphNode interface
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// Begin UK2Node interface
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BLUEPRINTGRAPH_API virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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BLUEPRINTGRAPH_API virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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// End UK2Node interface
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// Begin UK2Node_EditablePinBase interface
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virtual UEdGraphPin* CreatePinFromUserDefinition(const TSharedPtr<FUserPinInfo> NewPinInfo) override;
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virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override;
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// Begin UK2Node_EditablePinBase interface
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virtual bool IsUsedByAuthorityOnlyDelegate() const override;
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// Rename this custom event to have unique name
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BLUEPRINTGRAPH_API void RenameCustomEventCloseToName(int32 StartIndex = 1);
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BLUEPRINTGRAPH_API static UK2Node_CustomEvent* CreateFromFunction(FVector2D GraphPosition, UEdGraph* ParentGraph, const FString& Name, const UFunction* Function, bool bSelectNewNode = true);
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/**
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* Discernible from the base UK2Node_Event's bOverrideFunction field. This
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* checks to see if this UK2Node_CustomEvent overrides another CustomEvent
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* declared in a parent blueprint.
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*
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* @return True if this CustomEvent's name matches another CustomEvent's name, declared in a parent (false if not).
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*/
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BLUEPRINTGRAPH_API bool IsOverride() const;
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/**
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* If a CustomEvent overrides another CustomEvent, then it inherits the
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* super's net flags. This method does that work for you, either returning
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* the super function's flags, or this node's flags (if it's not an override).
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*
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* @return If this CustomEvent is an override, then this is the super's net flags, otherwise it's from the FunctionFlags set on this node.
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*/
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BLUEPRINTGRAPH_API uint32 GetNetFlags() const;
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private:
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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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};
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