// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Math/Color.h" #include "Textures/SlateIcon.h" #include "UObject/ObjectMacros.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "K2Node_Literal.generated.h" class AActor; class FBlueprintActionDatabaseRegistrar; class UEdGraphPin; class UObject; UCLASS(MinimalAPI) class UK2Node_Literal : public UK2Node { GENERATED_UCLASS_BODY() private: /** If this is an object reference literal, keep a reference here so that it can be updated as objects move around */ UPROPERTY() TObjectPtr ObjectRef; public: //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldOverridePinNames() const override { return true; } virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; //~ End UEdGraphNode Interface //~ Begin UK2Node Interface virtual bool IsNodePure() const override { return true; } virtual AActor* GetReferencedLevelActor() const override; virtual bool DrawNodeAsVariable() const override { return true; } virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual void PostReconstructNode() override; virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; //~ End UK2Node Interface /** Accessor for the value pin of the node */ BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const; /** Sets the LiteralValue for the pin, and changes the pin type, if necessary */ BLUEPRINTGRAPH_API void SetObjectRef(UObject* NewValue); /** Gets the referenced object */ BLUEPRINTGRAPH_API UObject* GetObjectRef() const { return ObjectRef; } };