// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "HAL/PlatformCrt.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/UObjectGlobals.h" #include "K2Node_SpawnActor.generated.h" class FString; class UClass; class UEdGraph; class UEdGraphPin; class UObject; template struct TKeyValuePair; UCLASS(MinimalAPI) class UK2Node_SpawnActor : public UK2Node { GENERATED_UCLASS_BODY() //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; virtual FText GetTooltipText() const override; virtual bool IsDeprecated() const override; virtual FEdGraphNodeDeprecationResponse GetDeprecationResponse(EEdGraphNodeDeprecationType DeprecationType) const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; virtual bool HasExternalDependencies(TArray* OptionalOutput) const override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface virtual bool IsNodeSafeToIgnore() const override { return true; } virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual void GetNodeAttributes( TArray>& OutNodeAttributes ) const override; //~ End UK2Node Interface /** Create new pins to show properties on archetype */ void CreatePinsForClass(UClass* InClass); /** See if this is a spawn variable pin, or a 'default' pin */ BLUEPRINTGRAPH_API bool IsSpawnVarPin(UEdGraphPin* Pin) const; /** Get the blueprint input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetBlueprintPin(const TArray* InPinsToSearch=NULL) const; /** Get the world context input pin, can return NULL */ BLUEPRINTGRAPH_API UEdGraphPin* GetWorldContextPin() const; /** Get the spawn transform input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetSpawnTransformPin() const; /** Get the no collision fail input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetNoCollisionFailPin() const; /** Get the result output pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetResultPin() const; private: /** Get the class that we are going to spawn */ BLUEPRINTGRAPH_API UClass* GetClassToSpawn(const TArray* InPinsToSearch=NULL) const; /** Tooltip text for this node. */ FText NodeTooltip; /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTextCache CachedNodeTitle; };