// 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 "EdGraph/EdGraphPin.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "K2Node_EditablePinBase.h" #include "Templates/SharedPointer.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "K2Node_Tunnel.generated.h" class FArchive; class FCompilerResultsLog; class UBlueprint; class UEdGraph; class UEdGraphPin; class UObject; struct FEdGraphPinType; UCLASS() class BLUEPRINTGRAPH_API UK2Node_Tunnel : public UK2Node_EditablePinBase { GENERATED_UCLASS_BODY() // A tunnel node either has output pins that came from another tunnel's input pins, or vice versa // Note: OutputSourceNode might be equal to InputSinkNode // The output pins of this tunnel node came from the input pins of OutputSourceNode UPROPERTY() TObjectPtr OutputSourceNode; // The input pins of this tunnel go to the output pins of InputSinkNode UPROPERTY() TObjectPtr InputSinkNode; // Whether this node is allowed to have inputs UPROPERTY() uint32 bCanHaveInputs:1; // Whether this node is allowed to have outputs UPROPERTY() uint32 bCanHaveOutputs:1; // The metadata for the function/subgraph associated with this tunnel node; it's only editable and used // on the tunnel entry node inside the subgraph or macro. This structure is ignored on any other tunnel nodes. UPROPERTY() struct FKismetUserDeclaredFunctionMetadata MetaData; //~ Begin UEdGraphNode Interface. virtual void DestroyNode() override; virtual void PostPasteNode() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool CanUserDeleteNode() const override; virtual bool CanDuplicateNode() const override; virtual UObject* GetJumpTargetForDoubleClick() const override; virtual FName CreateUniquePinName(FName SourcePinName) const override; virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual bool IsCompatibleWithGraph(const UEdGraph* InGraph) const override; //~ End UEdGraphNode Interface //~ Begin UK2Node Interface. virtual bool IsNodeSafeToIgnore() const override; virtual bool DrawNodeAsEntry() const override; virtual bool DrawNodeAsExit() const override; virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual void ClearCachedBlueprintData(UBlueprint* Blueprint) override; virtual void ValidateNodeDuringCompilation(FCompilerResultsLog& MessageLog) const override; virtual void FixupPinStringDataReferences(FArchive* SavingArchive) override; //~ End UK2Node Interface //~ Begin UK2Node_EditablePinBase Interface. virtual UEdGraphPin* CreatePinFromUserDefinition(const TSharedPtr NewPinInfo) override; virtual bool CanModifyExecutionWires() override; virtual ERenamePinResult RenameUserDefinedPinImpl(const FName OldName, const FName NewName, bool bTest = false) override; virtual bool CanUseRefParams() const override { return true; } virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override; virtual bool ModifyUserDefinedPinDefaultValue(TSharedPtr PinInfo, const FString& NewDefaultValue) override; //~ End UK2Node_EditablePinBase Interface protected: /** * Handles any work needed to be done after fixing up all wildcard pins during reconstruction * * @param bInAllWildcardPinsUnlinked TRUE if all wildcard pins were unlinked */ virtual void PostFixupAllWildcardPins(bool bInAllWildcardPinsUnlinked) {} // Feature flag for 'smart' wildcard inference which allows for multiple // types to be inferred. static bool ShouldDoSmartWildcardInference(); // Utility function that subclasses must call after allocating their default pins void CacheWildcardPins(); // Cache of the pins that were created as wildcards TArray WildcardPins; public: // The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL). virtual UK2Node_Tunnel* GetInputSink() const; // The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL). virtual UK2Node_Tunnel* GetOutputSource() const; };