// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintActionFilter.h" #include "BlueprintNodeSignature.h" #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "EdGraph/EdGraphPin.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "K2Node_Tunnel.h" #include "Math/Color.h" #include "Textures/SlateIcon.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "UObject/WeakObjectPtrTemplates.h" #include "K2Node_MacroInstance.generated.h" class FArchive; class UBlueprint; class UObject; struct FKismetUserDeclaredFunctionMetadata; template struct TKeyValuePair; UCLASS(MinimalAPI) class UK2Node_MacroInstance : public UK2Node_Tunnel { GENERATED_UCLASS_BODY() private: /** A macro is like a composite node, except that the associated graph lives * in another blueprint, and can be instanced multiple times. */ UPROPERTY() TObjectPtr MacroGraph_DEPRECATED; UPROPERTY() FGraphReference MacroGraphReference; public: /** Stored type info for what type the wildcard pins in this macro should become. */ UPROPERTY() struct FEdGraphPinType ResolvedWildcardType; /** Whether we need to reconstruct the node after the pins have changed */ bool bReconstructNode; //~ Begin UObject Interface virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual void PreloadRequiredAssets() override; virtual FText GetTooltipText() const override; virtual FText GetKeywords() const override; virtual void PostPasteNode() override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool CanUserDeleteNode() const override { return true; } virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override; virtual void NodeConnectionListChanged() override; virtual FString GetDocumentationLink() const override; virtual FString GetDocumentationExcerptName() const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override; virtual UObject* GetJumpTargetForDoubleClick() const override { return GetMacroGraph(); } virtual bool HasExternalDependencies(TArray* OptionalOutput) const override; //~ End UEdGraphNode Interface //~ Begin UK2Node Interface virtual bool DrawNodeAsExit() const override { return false; } virtual bool DrawNodeAsEntry() const override { return false; } virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PostReconstructNode() override; virtual void GetNodeAttributes( TArray>& OutNodeAttributes ) const override; virtual FText GetMenuCategory() const override; virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; } virtual FBlueprintNodeSignature GetSignature() const override; virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override; virtual FText GetCompactNodeTitle() const override; virtual bool ShouldDrawCompact() const override; virtual FName GetCornerIcon() const override; //~ End UK2Node Interface //~ Begin UK2Node_EditablePinBase Interface virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override { return false; } //~ End UK2Node_EditablePinBase Interface // Begin UK2Node_Tunnel interface virtual void PostFixupAllWildcardPins(bool bInAllWildcardPinsUnlinked) override; // End UK2Node_Tunnel interface void SetMacroGraph(UEdGraph* Graph) { MacroGraphReference.SetGraph(Graph); } UEdGraph* GetMacroGraph() const { return MacroGraphReference.GetGraph(); } UBlueprint* GetSourceBlueprint() const { return MacroGraphReference.GetBlueprint(); } // Public function for inferring wildcards after macro expansion. Intended // for use only by the blueprint compiler. Inference is typically performed // automatically when a pin connection is made. BLUEPRINTGRAPH_API void InferWildcards(const TArray& InNodes) const; // Finds the associated metadata for the macro instance if there is any; this function is not particularly fast. BLUEPRINTGRAPH_API static FKismetUserDeclaredFunctionMetadata* GetAssociatedGraphMetadata(const UEdGraph* AssociatedMacroGraph); static void FindInContentBrowser(TWeakObjectPtr MacroInstance); private: // Helpers and implementation of 'smart' wildcard inference - which doesn't // just grab the first user type and overwrite every wildcard pin with it. // Instead it intelligently propagates types from the macro inputs throughout // the graph, and then back to any input pins: void InferWildcards(); TArray GetAllWildcardPins() const; void SmartInferWildcardsImpl(const TArray& InNodes) const; /** Constructing FText strings can be costly, so we cache the node's tooltip */ FNodeTextCache CachedTooltip; };