// 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 "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Math/Color.h" #include "Templates/SubclassOf.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_DelegateSet.generated.h" class UEdGraph; class UEdGraphPin; class UFunction; class UObject; UCLASS(MinimalAPI) class UK2Node_DelegateSet : public UK2Node { GENERATED_UCLASS_BODY() /** Delegate property name that this event is associated with on the target */ UPROPERTY() FName DelegatePropertyName; /** Class that the delegate property is defined in */ UPROPERTY() TSubclassOf DelegatePropertyClass; //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FLinearColor GetNodeTitleColor() const override { return FColor(216,88,88); } //~ End UEdGraphNode Interface //~ Begin UK2Node Interface virtual bool DrawNodeAsEntry() const override { return true; } virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; //~ End UK2Node Interface // @todo document BLUEPRINTGRAPH_API UEdGraphPin* GetDelegateOwner() const; // @todo document BLUEPRINTGRAPH_API FName GetDelegateTargetEntryPointName() const { const FString TargetName = GetName() + TEXT("_") + DelegatePropertyName.ToString() + TEXT("_EP"); return FName(*TargetName); } // @todo document BLUEPRINTGRAPH_API UFunction* GetDelegateSignature(); BLUEPRINTGRAPH_API UFunction* GetDelegateSignature() const; private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };