// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "Internationalization/Text.h" #include "K2Node_Event.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "UObject/UnrealType.h" #include "K2Node_ComponentBoundEvent.generated.h" class FArchive; class FMulticastDelegateProperty; class FObjectProperty; class UBlueprint; class UClass; class UDynamicBlueprintBinding; class UEdGraph; class UObject; UCLASS(MinimalAPI) class UK2Node_ComponentBoundEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() /** Delegate property name that this event is associated with */ UPROPERTY() FName DelegatePropertyName; /** Delegate property's owner class that this event is associated with */ UPROPERTY() TObjectPtr DelegateOwnerClass; /** Name of property in Blueprint class that pointer to component we want to bind to */ UPROPERTY() FName ComponentPropertyName; //~ Begin UObject Interface virtual bool Modify(bool bAlwaysMarkDirty = true) override; virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface virtual void ReconstructNode() override; virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual FString GetDocumentationLink() const override; virtual FString GetDocumentationExcerptName() const override; virtual bool HasDeprecatedReference() const override; virtual FEdGraphNodeDeprecationResponse GetDeprecationResponse(EEdGraphNodeDeprecationType DeprecationType) const override; //~ End UEdGraphNode Interface //~ Begin K2Node Interface virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; virtual void HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName) override; virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; //~ End K2Node Interface virtual bool IsUsedByAuthorityOnlyDelegate() const override; /** Return the delegate property that this event is bound to */ BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegateProperty() const; /** Gets the proper display name for the property */ BLUEPRINTGRAPH_API FText GetTargetDelegateDisplayName() const; BLUEPRINTGRAPH_API void InitializeComponentBoundEventParams(FObjectProperty const* InComponentProperty, const FMulticastDelegateProperty* InDelegateProperty); public: BLUEPRINTGRAPH_API FName GetComponentPropertyName() const { return ComponentPropertyName; } private: /** Returns true if there is an FObjectProperty on this blueprint with a name that matches ComponentPropertyName */ bool IsDelegateValid() const; /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedNodeTitle; };