// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Misc/Guid.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_CreateDelegate.generated.h" class FBlueprintActionDatabaseRegistrar; class FString; class UBlueprint; class UClass; class UEdGraph; class UEdGraphPin; class UFunction; class UObject; UCLASS(MinimalAPI) class UK2Node_CreateDelegate : public UK2Node { GENERATED_UCLASS_BODY() UPROPERTY(meta = (BlueprintSearchable = "true")) FName SelectedFunctionName; UPROPERTY() FGuid SelectedFunctionGuid; public: // UEdGraphNode interface virtual void AllocateDefaultPins() override; virtual void PinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PinTypeChanged(UEdGraphPin* Pin) override; virtual void NodeConnectionListChanged() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual UObject* GetJumpTargetForDoubleClick() const override; virtual void FindDiffs(UEdGraphNode* OtherNode, struct FDiffResults& Results) override; virtual void AddSearchMetaDataInfo(TArray& OutTaggedMetaData) const override; // End of UEdGraphNode interface // UK2Node interface virtual bool IsNodePure() const override { return true; } virtual void PostReconstructNode() override; virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_ReceivesDelegateSignature; } virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; // End of UK2Node interface bool IsValid(FString* OutMsg = nullptr, bool bDontUseSkeletalClassForSelf = false) const; /** Set new Function name (Without notifying about the change) */ BLUEPRINTGRAPH_API void SetFunction(FName Name); BLUEPRINTGRAPH_API UFunction* GetDelegateSignature() const; BLUEPRINTGRAPH_API UClass* GetScopeClass(bool bDontUseSkeletalClassForSelf = false) const; BLUEPRINTGRAPH_API FName GetFunctionName() const; BLUEPRINTGRAPH_API UEdGraphPin* GetDelegateOutPin() const; BLUEPRINTGRAPH_API UEdGraphPin* GetObjectInPin() const; BLUEPRINTGRAPH_API void HandleAnyChange(bool bForceModify = false); BLUEPRINTGRAPH_API void HandleAnyChangeWithoutNotifying(); BLUEPRINTGRAPH_API void ValidationAfterFunctionsAreCreated(class FCompilerResultsLog& MessageLog, bool bFullCompile) const; // return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint. BLUEPRINTGRAPH_API void HandleAnyChange(UEdGraph*& OutGraph, UBlueprint*& OutBlueprint); };