72 lines
1.9 KiB
C++
72 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Set.h"
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#include "Containers/UnrealString.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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#include "HAL/Platform.h"
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#include "UObject/UObjectGlobals.h"
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#include "AIGraph.generated.h"
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#define UE_API AIGRAPH_API
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class FArchive;
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class UEdGraphPin;
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class UObject;
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UCLASS(MinimalAPI)
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class UAIGraph : public UEdGraph
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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int32 GraphVersion;
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UE_API virtual void OnCreated();
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UE_API virtual void OnLoaded();
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UE_API virtual void Initialize();
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UE_API virtual void UpdateAsset(int32 UpdateFlags = 0);
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UE_API virtual void UpdateVersion();
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UE_API virtual void MarkVersion();
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UE_API virtual void OnSubNodeDropped();
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UE_API virtual void OnNodesPasted(const FString& ImportStr);
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UE_API bool UpdateUnknownNodeClasses();
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UE_DEPRECATED(5.6, "This method was only used to fetch error messages and log them. It has been renamed to better fit its purpose. Use UpdateErrorMessages instead.")
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UE_API void UpdateDeprecatedClasses();
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/** Sets error messages and logs errors about nodes. */
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UE_API void UpdateErrorMessages();
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UE_API void RemoveOrphanedNodes();
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UE_API void UpdateClassData();
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UE_API bool IsLocked() const;
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UE_API void LockUpdates();
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UE_API void UnlockUpdates();
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//~ Begin UObject Interface.
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UE_API virtual void Serialize(FArchive& Ar) override;
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//~ End UObject Interface.
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protected:
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/** if set, graph modifications won't cause updates in internal tree structure
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* flag allows freezing update during heavy changes like pasting new nodes
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*/
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uint32 bLockUpdates : 1;
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UE_API virtual void CollectAllNodeInstances(TSet<UObject*>& NodeInstances);
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UE_API virtual bool CanRemoveNestedObject(UObject* TestObject) const;
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UE_API virtual void OnNodeInstanceRemoved(UObject* NodeInstance);
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UE_API UEdGraphPin* FindGraphNodePin(UEdGraphNode* Node, EEdGraphPinDirection Dir);
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};
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#undef UE_API
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