// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "Templates/SharedPointer.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_Knot.generated.h" class FBlueprintActionDatabaseRegistrar; class INameValidatorInterface; class UEdGraph; class UEdGraphPin; class UObject; UCLASS(MinimalAPI) class UK2Node_Knot : public UK2Node { GENERATED_UCLASS_BODY() public: // UEdGraphNode interface virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldOverridePinNames() const override; virtual FText GetPinNameOverride(const UEdGraphPin& Pin) const override; virtual void OnRenameNode(const FString& NewName) override; virtual TSharedPtr MakeNameValidator() const override; virtual bool CanSplitPin(const UEdGraphPin* Pin) const override; virtual bool IsCompilerRelevant() const override { return false; } virtual UEdGraphPin* GetPassThroughPin(const UEdGraphPin* FromPin) const override; virtual bool ShouldDrawNodeAsControlPointOnly(int32& OutInputPinIndex, int32& OutOutputPinIndex) const override { OutInputPinIndex = 0; OutOutputPinIndex = 1; return true; } // End of UEdGraphNode interface // UK2Node interface virtual bool IsNodeSafeToIgnore() const override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PostReconstructNode() override; virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; } virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual bool IsNodePure() const override { return true; } // End of UK2Node interface UEdGraphPin* GetInputPin() const { return Pins[0]; } UEdGraphPin* GetOutputPin() const { return Pins[1]; } void PropagatePinType(); BLUEPRINTGRAPH_API UEdGraphNode* GetExecTerminal() const; private: void PropagatePinTypeFromDirection(bool bFromInput); /** Recursion guard boolean to prevent PropagatePinType from infinitely recursing if you manage to create a loop of knots */ bool bRecursionGuard; };