// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "Containers/Map.h" #include "Containers/SparseArray.h" #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "K2Node_BaseAsyncTask.generated.h" class FBlueprintActionDatabaseRegistrar; class FKismetCompilerContext; class FMulticastDelegateProperty; class UClass; class UEdGraph; class UEdGraphPin; class UEdGraphSchema_K2; class UFunction; class UK2Node_CallFunction; class UK2Node_CustomEvent; class UK2Node_TemporaryVariable; class UObject; /** struct to remap pins for Async Tasks. * a single K2 node is shared by many proxy classes. * This allows redirecting pins by name per proxy class. * Add entries similar to this one in Engine.ini: * +K2AsyncTaskPinRedirects=(ProxyClassName="AbilityTask_PlayMontageAndWait", OldPinName="OnComplete", NewPinName="OnBlendOut") */ struct FAsyncTaskPinRedirectMapInfo { TMap > OldPinToProxyClassMap; }; /** * Base class used for a blueprint node that calls a function and provides asynchronous exec pins when the function is complete. * The created proxy object should have RF_StrongRefOnFrame flag. */ UCLASS(Abstract) class BLUEPRINTGRAPH_API UK2Node_BaseAsyncTask : public UK2Node { GENERATED_UCLASS_BODY() public: // UEdGraphNode interface virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override; virtual FString GetPinMetaData(FName InPinName, FName InKey) override; virtual bool HasExternalDependencies(TArray* OptionalOutput) const override; virtual bool IsLatentForMacros() const override; // End of UEdGraphNode interface // UK2Node interface virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual FName GetCornerIcon() const override; virtual FText GetToolTipHeading() const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual void GetRedirectPinNames(const UEdGraphPin& Pin, TArray& RedirectPinNames) const override; virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; // End of UK2Node interface /** Returns the primary function that this node will call */ UFunction* GetFactoryFunction() const; protected: /** * If a the DefaultToSelf pin exists then it needs an actual connection to get properly casted * during compilation. * * @param CompilerContext The current compiler context used during expansion * @param SourceGraph The graph to place the expanded self node on * @param IntermediateProxyNode The spawned intermediate proxy node that has a DefaultToSelfPin * * @return True if a successful connection was made to an intermediate node * or if one was not necessary. False if a connection was failed. */ bool ExpandDefaultToSelfPin(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UK2Node_CallFunction* IntermediateProxyNode); // The name of the function to call to create a proxy object UPROPERTY() FName ProxyFactoryFunctionName; // The class containing the proxy object functions UPROPERTY() TObjectPtr ProxyFactoryClass; // The type of proxy object that will be created UPROPERTY() TObjectPtr ProxyClass; // The name of the 'go' function on the proxy object that will be called after delegates are in place, can be NAME_None UPROPERTY() FName ProxyActivateFunctionName; struct BLUEPRINTGRAPH_API FBaseAsyncTaskHelper { struct FOutputPinAndLocalVariable { UEdGraphPin* OutputPin; UK2Node_TemporaryVariable* TempVar; FOutputPinAndLocalVariable(UEdGraphPin* Pin, UK2Node_TemporaryVariable* Var) : OutputPin(Pin), TempVar(Var) {} }; static bool ValidDataPin(const UEdGraphPin* Pin, EEdGraphPinDirection Direction); static bool CreateDelegateForNewFunction(UEdGraphPin* DelegateInputPin, FName FunctionName, UK2Node* CurrentNode, UEdGraph* SourceGraph, FKismetCompilerContext& CompilerContext); static bool CopyEventSignature(UK2Node_CustomEvent* CENode, UFunction* Function, const UEdGraphSchema_K2* Schema); static bool HandleDelegateImplementation( FMulticastDelegateProperty* CurrentProperty, const TArray& VariableOutputs, UEdGraphPin* ProxyObjectPin, UEdGraphPin*& InOutLastThenPin, UEdGraphPin*& OutLastActivatedThenPin, UK2Node* CurrentNode, UEdGraph* SourceGraph, FKismetCompilerContext& CompilerContext); static const FName GetAsyncTaskProxyName(); }; // Pin Redirector support static TMap AsyncTaskPinRedirectMap; static bool bAsyncTaskPinRedirectMapInitialized; /** Expand out the logic to handle the delegate output pins */ virtual bool HandleDelegates( const TArray& VariableOutputs, UEdGraphPin* ProxyObjectPin, UEdGraphPin*& InOutLastThenPin, UEdGraph* SourceGraph, FKismetCompilerContext& CompilerContext); private: /** Invalidates current pin tool tips, so that they will be refreshed before being displayed: */ void InvalidatePinTooltips() { bPinTooltipsValid = false; } /** * Creates hover text for the specified pin. * * @param Pin The pin you want hover text for (should belong to this node) */ void GeneratePinTooltip(UEdGraphPin& Pin) const; /** Flag used to track validity of pin tooltips, when tooltips are invalid they will be refreshed before being displayed */ mutable bool bPinTooltipsValid; };