// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "HAL/PlatformMath.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_ConstructObjectFromClass.generated.h" #define UE_API BLUEPRINTGRAPH_API class FBlueprintActionDatabaseRegistrar; class UClass; class UEdGraph; class UEdGraphPin; class UObject; template struct TKeyValuePair; UCLASS(MinimalAPI, abstract) class UK2Node_ConstructObjectFromClass : public UK2Node { GENERATED_UCLASS_BODY() //~ Begin UEdGraphNode Interface. UE_API virtual void AllocateDefaultPins() override; UE_API virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; UE_API virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; UE_API virtual FText GetTooltipText() const override; UE_API virtual FText GetKeywords() const override; UE_API virtual bool HasExternalDependencies(TArray* OptionalOutput) const override; UE_API virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; UE_API virtual void PinConnectionListChanged(UEdGraphPin* Pin); UE_API virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override; UE_API virtual void PostPlacedNewNode() override; UE_API virtual void AddSearchMetaDataInfo(TArray& OutTaggedMetaData) const override; UE_API virtual FString GetPinMetaData(FName InPinName, FName InKey) override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface virtual bool IsNodeSafeToIgnore() const override { return true; } UE_API virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; UE_API virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; UE_API virtual void GetNodeAttributes( TArray>& OutNodeAttributes ) const override; UE_API virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; UE_API virtual FText GetMenuCategory() const override; //~ End UK2Node Interface /** Create new pins to show properties on archetype */ UE_API virtual void CreatePinsForClass(UClass* InClass, TArray* OutClassPins = nullptr); /** See if this is a spawn variable pin, or a 'default' pin */ UE_API virtual bool IsSpawnVarPin(UEdGraphPin* Pin) const; /** Get the blueprint input pin */ UE_API UEdGraphPin* GetClassPin(const TArray* InPinsToSearch=NULL) const; /** Get the world context input pin, can return NULL */ UE_API UEdGraphPin* GetWorldContextPin() const; /** Get the result output pin */ UE_API UEdGraphPin* GetResultPin() const; /** Get the result input pin */ UE_API UEdGraphPin* GetOuterPin() const; /** Get the class that we are going to spawn, if it's defined as default value */ UE_API UClass* GetClassToSpawn(const TArray* InPinsToSearch=NULL) const; /** Returns if the node uses World Object Context input */ UE_API virtual bool UseWorldContext() const; /** Returns if the node uses Outer input */ virtual bool UseOuter() const { return false; } protected: /** Gets the node for use in lists and menus */ UE_API virtual FText GetBaseNodeTitle() const; /** Gets the default node title when no class is selected */ UE_API virtual FText GetDefaultNodeTitle() const; /** Gets the node title when a class has been selected. */ UE_API virtual FText GetNodeTitleFormat() const; /** Gets base class to use for the 'class' pin. UObject by default. */ UE_API virtual UClass* GetClassPinBaseClass() const; /** * Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according * to the specified description) * * @param MutatablePin The pin you want to set tool-tip text on * @param PinDescription A string describing the pin's purpose */ UE_API void SetPinToolTip(UEdGraphPin& MutatablePin, const FText& PinDescription) const; /** Refresh pins when class was changed */ UE_API void OnClassPinChanged(); /** Tooltip text for this node. */ FText NodeTooltip; /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedNodeTitle; }; #undef UE_API