// 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 "Engine/Blueprint.h" #include "Internationalization/Text.h" #include "K2Node_Variable.h" #include "KismetCompilerMisc.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "UObject/UnrealType.h" #include "K2Node_VariableGet.generated.h" class FArchive; class FProperty; class UEdGraph; class UEdGraphPin; class UObject; struct FBPVariableDescription; struct FEdGraphPinType; UENUM() enum class EGetNodeVariation { Pure, ValidatedObject, Branch, }; UCLASS() class BLUEPRINTGRAPH_API UK2Node_VariableGet : public UK2Node_Variable { GENERATED_UCLASS_BODY() public: //~ Begin UObject Interface virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override; virtual bool IncludeParentNodeContextMenu() const override { return true; } virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; //~ End UEdGraphNode Interface //~ Begin K2Node Interface virtual bool IsNodePure() const override { return CurrentVariation == EGetNodeVariation::Pure; } virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; //~ End K2Node Interface static FText GetPropertyTooltip(const FProperty* VariableProperty); static FText GetBlueprintVarTooltip(const FBPVariableDescription& VarDesc); private: /** Adds pins required for the node to function in a impure manner */ void CreateImpurePins(TArray* InOldPinsPtr); /** Flips the node's purity (adding/removing exec pins as needed). */ void TogglePurity(EGetNodeVariation BoundVariation); /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; UPROPERTY() bool bIsPureGet_DEPRECATED = true; UPROPERTY() EGetNodeVariation CurrentVariation; };