Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

53 lines
2.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_CreateDelegate.generated.h"
UCLASS(MinimalAPI)
class UK2Node_CreateDelegate : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FName SelectedFunctionName;
UPROPERTY()
FGuid SelectedFunctionGuid;
public:
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void PinTypeChanged(UEdGraphPin* Pin) override;
virtual void NodeConnectionListChanged() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual bool IsNodePure() const override { return true; }
virtual void PostReconstructNode() override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
// End of UK2Node interface
bool IsValid(FString* OutMsg = NULL, bool bDontUseSkeletalClassForSelf = false) const;
/** Set new Function name (Without notifying about the change) */
BLUEPRINTGRAPH_API void SetFunction(FName Name);
BLUEPRINTGRAPH_API UFunction* GetDelegateSignature() const;
BLUEPRINTGRAPH_API UClass* GetScopeClass(bool bDontUseSkeletalClassForSelf = false) const;
BLUEPRINTGRAPH_API FName GetFunctionName() const;
BLUEPRINTGRAPH_API UEdGraphPin* GetDelegateOutPin() const;
BLUEPRINTGRAPH_API UEdGraphPin* GetObjectInPin() const;
BLUEPRINTGRAPH_API void HandleAnyChange(bool bForceModify = false);
BLUEPRINTGRAPH_API void HandleAnyChangeWithoutNotifying();
BLUEPRINTGRAPH_API void ValidationAfterFunctionsAreCreated(class FCompilerResultsLog& MessageLog, bool bFullCompile) const;
// return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint.
BLUEPRINTGRAPH_API void HandleAnyChange(UEdGraph* & OutGraph, UBlueprint* & OutBlueprint);
};