// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "Engine/Blueprint.h" #include "Internationalization/Text.h" #include "K2Node_Variable.h" #include "KismetCompilerMisc.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "UObject/UnrealType.h" #include "K2Node_VariableGet.generated.h" #define UE_API BLUEPRINTGRAPH_API class FArchive; class FProperty; class UEdGraph; class UEdGraphPin; class UObject; struct FBPVariableDescription; struct FEdGraphPinType; UENUM() enum class EGetNodeVariation { Pure, ValidatedObject, Branch, }; UCLASS(MinimalAPI) class UK2Node_VariableGet : public UK2Node_Variable { GENERATED_UCLASS_BODY() public: //~ Begin UObject Interface UE_API virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface UE_API virtual void AllocateDefaultPins() override; UE_API virtual FText GetTooltipText() const override; UE_API virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; UE_API virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override; virtual bool IncludeParentNodeContextMenu() const override { return true; } UE_API virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; //~ End UEdGraphNode Interface //~ Begin K2Node Interface virtual bool IsNodePure() const override { return CurrentVariation == EGetNodeVariation::Pure; } UE_API virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual bool ShouldShowNodeProperties() const override { return true; } UE_API virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; UE_API virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; //~ End K2Node Interface static UE_API FText GetPropertyTooltip(const FProperty* VariableProperty); static UE_API FText GetBlueprintVarTooltip(const FBPVariableDescription& VarDesc); /** * Will change the node's purity, and reallocate pins accordingly (adding/ * removing exec pins). * * @param bNewPurity The new value for bNewPurity. */ void SetPurity(bool bNewPurity); private: /** Adds pins required for the node to function in a impure manner */ UE_API void CreateImpurePins(TArray* InOldPinsPtr); /** Flips the node's purity (adding/removing exec pins as needed). */ UE_API void TogglePurity(EGetNodeVariation BoundVariation); /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; UPROPERTY() bool bIsPureGet_DEPRECATED = true; UPROPERTY() EGetNodeVariation CurrentVariation; }; #undef UE_API