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