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73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node.h"
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#include "K2Node_GetClassDefaults.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_GetClassDefaults : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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// Begin UObject interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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// End UObject interface
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// Begin UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void AllocateDefaultPins() override;
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virtual void PostPlacedNewNode() override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
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// End UEdGraphNode interface
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// Begin UK2Node interface
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virtual bool IsNodePure() const override { return true; }
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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// End UK2Node interface
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public:
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/** Finds and returns the class input pin from the current set of pins. */
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UEdGraphPin* FindClassPin() const
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{
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return FindClassPin(Pins);
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}
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protected:
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/**
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* Finds and returns the class input pin.
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*
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* @param FromPins A list of pins to search.
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*/
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UEdGraphPin* FindClassPin(const TArray<UEdGraphPin*>& FromPins) const;
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/**
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* Determines the input class type from the given pin.
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*
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* @param FromPin Input class pin. If not set (default), then it will fall back to using FindClassPin().
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*/
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UClass* GetInputClass(const UEdGraphPin* FromPin = nullptr) const;
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/**
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* Creates the full set of output pins (properties) from the given input class.
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*
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* @param InClass Input class type.
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*/
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void CreateOutputPins(UClass* InClass);
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/** Will be called whenever the class pin selector changes its value. */
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void OnClassPinChanged();
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private:
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/** Class pin name */
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static FString ClassPinName;
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/** Output pin visibility control */
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UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize)
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TArray<FOptionalPinFromProperty> ShowPinForProperties;
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};
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