// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "EdGraph/EdGraphNodeUtils.h" #include "K2Node.h" #include "K2Node_GetInputActionValue.generated.h" class UInputAction; namespace ENodeTitleType { enum Type : int; } struct FBlueprintNodeSignature; class FBlueprintActionDatabaseRegistrar; class UDynamicBlueprintBinding; UCLASS(MinimalAPI, meta=(Keywords = "Get, Input")) class UK2Node_GetInputActionValue : public UK2Node { GENERATED_UCLASS_BODY() UPROPERTY() TObjectPtr InputAction; //~ Begin EdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override; virtual UObject* GetJumpTargetForDoubleClick() const override; virtual void JumpToDefinition() const override; //~ End EdGraphNode Interface //~ Begin UK2Node Interface virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual FBlueprintNodeSignature GetSignature() const override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual bool IsNodePure() const override { return true; } //~ End UK2Node Interface void Initialize(const UInputAction* Action); // Auto pin generation helpers static FName GetValueCategory(const UInputAction* InputAction); static FName GetValueSubCategory(const UInputAction* InputAction); static UScriptStruct* GetValueSubCategoryObject(const UInputAction* InputAction); private: FName GetActionName() const; /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };