// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "MaterialGraph/MaterialGraph.h" #include "MaterialGraph/MaterialGraphNode_Base.h" #include "MaterialGraphNode.generated.h" class IMaterialEditor; class UEdGraphPin; UCLASS(MinimalAPI) class UMaterialGraphNode : public UMaterialGraphNode_Base { GENERATED_UCLASS_BODY() /** Material Expression this node is representing */ UPROPERTY() TObjectPtr MaterialExpression; /** Set to true when Expression Preview compiles, so we can update SGraphNode */ bool bPreviewNeedsUpdate; /** Set to true if this expression causes an error in the material */ bool bIsErrorExpression; /** Set to true if this expression is currently being previewed */ bool bIsPreviewExpression; /** Checks if Material Editor is in realtime mode, so we update SGraphNode every frame */ FRealtimeStateGetter RealtimeDelegate; /** Marks the Material Editor as dirty so that user prompted to apply change */ FSetMaterialDirty MaterialDirtyDelegate; /** Called when the preview material attached to this graph node needs to be updated */ FSimpleDelegate InvalidatePreviewMaterialDelegate; public: /** Fix up the node's owner after being copied */ UNREALED_API virtual void PostCopyNode(); /** Get the expression preview for this node */ UNREALED_API FMaterialRenderProxy* GetExpressionPreview(); /** Recreate this node's pins and relink the Graph from the Material */ UNREALED_API void RecreateAndLinkNode(); /** Get the Material value type of an output pin */ //virtual uint32 GetOutputType(const UEdGraphPin* OutputPin) const override; //~ Begin UObject Interface virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; virtual void PostEditImport() override; virtual void PostDuplicate(bool bDuplicateForPIE) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface. virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetTooltipText() const override; virtual void PrepareForCopying() override; virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override; virtual void PostPlacedNewNode() override; virtual void NodeConnectionListChanged() override; virtual void OnRenameNode(const FString& NewName) override; virtual void OnUpdateCommentText( const FString& NewComment ) override; virtual void OnCommentBubbleToggled( bool bInCommentBubbleVisible ) override; virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override; virtual FString GetDocumentationExcerptName() const override; virtual bool CanUserDeleteNode() const override; virtual EMaterialValueType GetPinMaterialValueType(const UEdGraphPin* Pin) const override; virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; virtual TSharedPtr CreateVisualWidget() override; virtual bool CanJumpToDefinition() const override; virtual void JumpToDefinition() const override; //~ End UEdGraphNode Interface. //~ Begin UMaterialGraphNode_Base Interface virtual UObject* GetMaterialNodeOwner() const override { return MaterialExpression; } virtual void CreateInputPins() override; virtual void CreateOutputPins() override; //~ End UMaterialGraphNode_Base Interface /** Will return the shorten pin name to use based on long pin name */ static FName UNREALED_API GetShortenPinName(const FName PinName); virtual void PropagatePropertyChange() override; UNREALED_API void ToggleNodePreview(); private: /** Make sure the MaterialExpression is owned by the Material */ void ResetMaterialExpressionOwner(); /** Get the parameter name from the Material Expression */ FString GetParameterName() const; /** Sets the Material Expression's parameter name */ void SetParameterName(const FString& NewName); /** Should expression use the bool pin colour for its title */ static bool UsesBoolColour(UMaterialExpression* Expression); /** Should expression use the float pin colour for its title */ static bool UsesFloatColour(UMaterialExpression* Expression); /** Should expression use the vector pin colour for its title */ static bool UsesVectorColour(UMaterialExpression* Expression); /** Should expression use the object pin colour for its title */ static bool UsesObjectColour(UMaterialExpression* Expression); /** Should expression use the event node colour for its title */ static bool UsesEventColour(UMaterialExpression* Expression); };