Files
UnrealEngine/Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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