// 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/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "UObject/UnrealType.h" #include "K2Node_VariableSet.generated.h" class FProperty; class UEdGraph; class UEdGraphPin; class UObject; struct FBPVariableDescription; UCLASS(MinimalAPI) class UK2Node_VariableSet : public UK2Node_Variable { GENERATED_UCLASS_BODY() //~ Begin UEdGraphNode Interface virtual void AllocateDefaultPins() override; virtual void ReallocatePinsDuringReconstruction(TArray& OldPins) override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldOverridePinNames() const override { return true; } virtual FText GetPinNameOverride(const UEdGraphPin& Pin) const override; virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; //~ End UEdGraphNode Interface //~ Begin K2Node Interface 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 /** Retrieves the output pin name for the node */ FName GetVariableOutputPinName() const; BLUEPRINTGRAPH_API bool HasLocalRepNotify() const; BLUEPRINTGRAPH_API FName GetRepNotifyName() const; BLUEPRINTGRAPH_API bool ShouldFlushDormancyOnSet() const; BLUEPRINTGRAPH_API bool IsNetProperty() const; BLUEPRINTGRAPH_API bool IsFieldNotifyProperty() const; BLUEPRINTGRAPH_API bool HasFieldNotificationBroadcast() const; static FText GetPropertyTooltip(FProperty const* VariableProperty); static FText GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc); private: /** Sets up the tooltip for the output pin */ void CreateOutputPinTooltip(); private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };