// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "BlueprintNodeSignature.h" #include "EdGraph/EdGraphNodeUtils.h" #include "K2Node_Event.h" #include "Animation/WidgetAnimation.h" #include "Animation/WidgetAnimationDelegateBinding.h" #include "WidgetBlueprint.h" #include "K2Node_WidgetAnimationEvent.generated.h" class FBlueprintActionDatabaseRegistrar; class UDynamicBlueprintBinding; class UEdGraph; UCLASS(MinimalAPI) class UK2Node_WidgetAnimationEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() public: /** The action to bind to. */ UPROPERTY() EWidgetAnimationEvent Action; /** Name of property in Blueprint class that pointer to component we want to bind to */ UPROPERTY() FName AnimationPropertyName; /** Binds this to a specific user action. */ UPROPERTY(EditAnywhere, Category = "Animation") FName UserTag; UPROPERTY() TObjectPtr SourceWidgetBlueprint; virtual void PostDuplicate(bool bDuplicateForPIE) override; //~ Begin EdGraphNode Interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; virtual bool IsActionFilteredOut(FBlueprintActionFilter const& Filter) override; //~ End EdGraphNode Interface //~ Begin UK2Node Interface virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; virtual void HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName) override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual FBlueprintNodeSignature GetSignature() const override; //~ End UK2Node Interface void MarkDirty(); private: void Initialize(const UWidgetBlueprint* InSourceBlueprint, UWidgetAnimation* InAnimation, EWidgetAnimationEvent InAction); private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };