// 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_GetNumEnumEntries.generated.h" class FBlueprintActionDatabaseRegistrar; class UEdGraph; class UObject; struct FLinearColor; UCLASS(MinimalAPI) class UK2Node_GetNumEnumEntries : public UK2Node, public INodeDependingOnEnumInterface { GENERATED_UCLASS_BODY() UPROPERTY() TObjectPtr Enum; //~ 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 true; } virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const 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/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };