Files
UnrealEngine/Engine/Plugins/Animation/LiveLink/Source/LiveLinkGraphNode/Public/K2Node_EvaluateLiveLinkFrame.h
2025-05-18 13:04:45 +08:00

92 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "UObject/Package.h"
#include "K2Node_EvaluateLiveLinkFrame.generated.h"
class ULiveLinkRole;
class FBlueprintActionDatabaseRegistrar;
class FKismetCompilerContext;
class UDataTable;
class UEdGraph;
class UK2Node_CallFunction;
UCLASS(Abstract)
class LIVELINKGRAPHNODE_API UK2Node_EvaluateLiveLinkFrame : public UK2Node
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual FText GetTooltipText() const override;
virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
virtual void PostReconstructNode() override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual bool IsNodeSafeToIgnore() const override { return true; }
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
virtual void PreloadRequiredAssets() override;
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
//~ End UK2Node Interface
/** Get the return types of our struct */
UScriptStruct* GetReturnTypeForOutputDataStruct() const;
/** Get the Live Link Role input pin */
UEdGraphPin* GetLiveLinkRolePin() const;
/** Get the Live Link Subject input pin */
UEdGraphPin* GetLiveLinkSubjectPin() const;
/** Get the exec output pin for when no frame is available for the desired role */
UEdGraphPin* GetFrameNotAvailablePin() const;
/** Get the result output pin */
UEdGraphPin* GetResultingDataPin() const;
/** Get the type that the Live Link Role evaluates to to return */
UScriptStruct* GetLiveLinkRoleOutputStructType() const;
UScriptStruct* GetLiveLinkRoleOutputFrameStructType() const;
protected:
/** Get the name of the UFunction we are trying to build from */
virtual FName GetEvaluateFunctionName() const PURE_VIRTUAL(UK2Node_EvaluateLiveLinkFrame::GetEvaluateFunctionName, return NAME_None; );
/** Add additionnal pin that the evaluate function would need */
virtual void AddPins(FKismetCompilerContext& CompilerContext, UK2Node_CallFunction* EvaluateLiveLinkFrameFunction) PURE_VIRTUAL(UK2Node_EvaluateLiveLinkFrame::AddPins, );
/**
* Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according
* to the specified description)
*
* @param MutatablePin The pin you want to set tool-tip text on
* @param PinDescription A string describing the pin's purpose
*/
void SetPinToolTip(UEdGraphPin& InOutMutatablePin, const FText& InPinDescription) const;
/** Set the return type of our structs */
void SetReturnTypeForOutputStruct(UScriptStruct* InClass);
/** Queries for the authoritative return type, then modifies the return pin to match */
void RefreshDataOutputPinType();
TSubclassOf<ULiveLinkRole> GetDefaultRolePinValue() const;
/** Verify if selected role class is valid for evaluation */
bool IsRoleValidForEvaluation(TSubclassOf<ULiveLinkRole> InRoleClass) const;
};