Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

61 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "Internationalization/Text.h"
#include "K2Node_ConstructObjectFromClass.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_AddComponentByClass.generated.h"
#define UE_API BLUEPRINTGRAPH_API
class FKismetCompilerContext;
class UClass;
class UEdGraph;
class UEdGraphPin;
class UObject;
/**
* Implementation of K2Node for creating a component based on a selected or passed in class
*/
UCLASS(MinimalAPI)
class UK2Node_AddComponentByClass : public UK2Node_ConstructObjectFromClass
{
GENERATED_BODY()
public:
UE_API UK2Node_AddComponentByClass(const FObjectInitializer& ObjectInitializer);
//~ Begin UEdGraphNode Interface.
UE_API virtual void AllocateDefaultPins() override;
UE_API virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
UE_API virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node_ConstructObjectFromClass Interface
UE_API virtual void CreatePinsForClass(UClass* InClass, TArray<UEdGraphPin*>* OutClassPins) override;
protected:
UE_API virtual FText GetBaseNodeTitle() const override;
UE_API virtual FText GetDefaultNodeTitle() const override;
UE_API virtual FText GetNodeTitleFormat() const override;
UE_API virtual UClass* GetClassPinBaseClass() const override;
UE_API virtual bool IsSpawnVarPin(UEdGraphPin* Pin) const override;
//~ End UK2Node_ConstructObjectFromClass Interface
UE_API UEdGraphPin* GetRelativeTransformPin() const;
UE_API UEdGraphPin* GetManualAttachmentPin() const;
/** Returns true if the currently selected or linked class is known to be a scene component */
UE_API bool IsSceneComponent() const;
/** Utility function to set whether the scene component specific pins are hidden or not */
UE_API void SetSceneComponentPinsHidden(bool bHidden);
};
#undef UE_API