69 lines
2.5 KiB
C++
69 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Containers/Array.h"
|
|
#include "CoreMinimal.h"
|
|
#include "GameplayTask.h"
|
|
#include "HAL/PlatformCrt.h"
|
|
#include "K2Node_BaseAsyncTask.h"
|
|
#include "Templates/SubclassOf.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "UObject/UObjectGlobals.h"
|
|
#include "UObject/WeakObjectPtrTemplates.h"
|
|
|
|
#include "K2Node_LatentGameplayTaskCall.generated.h"
|
|
|
|
#define UE_API GAMEPLAYTASKSEDITOR_API
|
|
|
|
class FBlueprintActionDatabaseRegistrar;
|
|
class FName;
|
|
class UClass;
|
|
class UEdGraph;
|
|
class UEdGraphPin;
|
|
class UEdGraphSchema;
|
|
class UEdGraphSchema_K2;
|
|
class UGameplayTask;
|
|
class UObject;
|
|
|
|
UCLASS(MinimalAPI)
|
|
class UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
UE_API UK2Node_LatentGameplayTaskCall(const FObjectInitializer& ObjectInitializer);
|
|
|
|
// UEdGraphNode interface
|
|
UE_API virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override;
|
|
UE_API virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
|
|
// End of UEdGraphNode interface
|
|
|
|
UE_API virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
|
|
UE_API virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
|
|
UE_API bool ConnectSpawnProperties(UClass* ClassToSpawn, const UEdGraphSchema_K2* Schema, class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorReturnPin); //Helper
|
|
UE_API virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
|
|
|
|
UE_API void CreatePinsForClass(UClass* InClass);
|
|
UE_API UEdGraphPin* GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
|
|
UE_API UClass* GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
|
|
UE_API UEdGraphPin* GetResultPin() const;
|
|
UE_API bool IsSpawnVarPin(UEdGraphPin* Pin);
|
|
UE_API bool ValidateActorSpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors);
|
|
UE_API bool ValidateActorArraySpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors);
|
|
|
|
UPROPERTY()
|
|
TArray<FName> SpawnParamPins;
|
|
|
|
static UE_API void RegisterSpecializedTaskNodeClass(TSubclassOf<UK2Node_LatentGameplayTaskCall> NodeClass);
|
|
protected:
|
|
static UE_API bool HasDedicatedNodeClass(TSubclassOf<UGameplayTask> TaskClass);
|
|
|
|
virtual bool IsHandling(TSubclassOf<UGameplayTask> TaskClass) const { return true; }
|
|
|
|
private:
|
|
static UE_API TArray<TWeakObjectPtr<UClass> > NodeClasses;
|
|
};
|
|
|
|
#undef UE_API
|