// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "NodeDependingOnEnumInterface.h" #include "Textures/SlateIcon.h" #include "UObject/Class.h" #include "UObject/ObjectMacros.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "K2Node_ForEachElementInEnum.generated.h" class FBlueprintActionDatabaseRegistrar; class FName; class UEdGraph; class UObject; struct FLinearColor; UCLASS(MinimalAPI) class UK2Node_ForEachElementInEnum : public UK2Node, public INodeDependingOnEnumInterface { GENERATED_UCLASS_BODY() UPROPERTY() TObjectPtr Enum; BLUEPRINTGRAPH_API static const FName InsideLoopPinName; BLUEPRINTGRAPH_API static const FName EnumOuputPinName; BLUEPRINTGRAPH_API static const FName SkipHiddenPinName; //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; //~ End UEdGraphNode Interface //~ Begin UK2Node Interface virtual bool IsNodePure() const override { return false; } virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual void PostPlacedNewNode() override; //~ End UK2Node Interface // INodeDependingOnEnumInterface virtual class UEnum* GetEnum() const override { return Enum; } virtual void ReloadEnum(class UEnum* InEnum) override; virtual bool ShouldBeReconstructedAfterEnumChanged() const override { return false; } // End of INodeDependingOnEnumInterface private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedNodeTitle; };