Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/GraphEditorModule.h
Michael Schoell d798e477c8 Blueprints and Behavior Trees will no longer have their graphs display as disabled/read-only when debugging (in PIE).
Fallout from CL# 2535806

#jira UE-15170 - When in PIE, Blueprints display as disabled making them difficult to debug.

[CL 2541246 by Michael Schoell in Main branch]
2015-05-07 12:39:59 -04:00

51 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine.h"
#include "GraphEditor.h"
/**
* Graph editor public interface
*/
class FGraphEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** Delegates to be called to extend the graph menus */
DECLARE_DELEGATE_RetVal_FiveParams( TSharedRef<FExtender>, FGraphEditorMenuExtender_SelectedNode, const TSharedRef<FUICommandList>, const UEdGraph*, const UEdGraphNode*, const UEdGraphPin*, bool);
virtual TArray<FGraphEditorMenuExtender_SelectedNode>& GetAllGraphEditorContextMenuExtender() {return GraphEditorContextMenuExtender;}
private:
friend class SGraphEditor;
/**
* DO NOT CALL THIS METHOD. Use SNew(SGraphEditor) to make instances of SGraphEditor.
*
* @return A GraphEditor implementation.
*/
virtual TSharedRef<SGraphEditor> PRIVATE_MakeGraphEditor(
const TSharedPtr<FUICommandList>& InAdditionalCommands,
const TAttribute<bool>& InIsEditable,
const TAttribute<bool>& InDisplayAsReadOnly,
const TAttribute<bool>& InIsEmpty,
TAttribute<FGraphAppearanceInfo> Appearance,
TSharedPtr<SWidget> InTitleBar,
UEdGraph* InGraphToEdit,
SGraphEditor::FGraphEditorEvents GraphEvents,
bool InAutoExpandActionMenu,
UEdGraph* InGraphToDiff,
FSimpleDelegate InOnNavigateHistoryBack,
FSimpleDelegate InOnNavigateHistoryForward,
TAttribute<bool> ShowGraphStateOverlay);
private:
/** All extender delegates for the graph menus */
TArray<FGraphEditorMenuExtender_SelectedNode> GraphEditorContextMenuExtender;
};