73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintEventNodeSpawner.h"
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#include "BlueprintNodeBinder.h"
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#include "BlueprintNodeSignature.h"
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#include "CoreMinimal.h"
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#include "K2Node_Event.h"
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#include "Math/Vector2D.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/FieldPath.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/UnrealType.h"
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#include "BlueprintBoundEventNodeSpawner.generated.h"
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class FMulticastDelegateProperty;
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class UBlueprint;
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class UEdGraph;
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class UEdGraphNode;
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class UK2Node_Event;
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class UObject;
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/**
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* Takes care of spawning UK2Node_Event nodes. Acts as the "action" portion of
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* certain FBlueprintActionMenuItems. Will not spawn a new event node if one
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* associated with the specified function already exits (instead, Invoke() will
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* return the existing one). Evolved from FEdGraphSchemaAction_K2AddEvent and
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* FEdGraphSchemaAction_K2ViewNode.
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*/
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UCLASS(Transient)
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class BLUEPRINTGRAPH_API UBlueprintBoundEventNodeSpawner : public UBlueprintEventNodeSpawner
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{
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GENERATED_UCLASS_BODY()
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public:
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/**
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* Creates a new UBlueprintEventNodeSpawner for delegate bound events. Does
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* not come bound, instead it is left up to the ui to bind
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*
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* @param NodeClass The event node type that you want this to spawn.
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* @param EventDelegate The delegate that you want to trigger the spawned event.
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* @param Outer Optional outer for the new spawner (if left null, the transient package will be used).
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* @return A newly allocated instance of this class.
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*/
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static UBlueprintBoundEventNodeSpawner* Create(TSubclassOf<UK2Node_Event> NodeClass, FMulticastDelegateProperty* EventDelegate, UObject* Outer = nullptr);
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// UBlueprintNodeSpawner interface
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virtual FBlueprintNodeSignature GetSpawnerSignature() const override;
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virtual UEdGraphNode* Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const override;
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// End UBlueprintNodeSpawner interface
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// UBlueprintEventNodeSpawner interface
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virtual UK2Node_Event const* FindPreExistingEvent(UBlueprint* Blueprint, FBindingSet const& Bindings) const override;
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// End UBlueprintEventNodeSpawner interface
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// IBlueprintNodeBinder interface
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virtual bool IsBindingCompatible(FBindingObject BindingCandidate) const override;
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virtual bool BindToNode(UEdGraphNode* Node, FBindingObject Binding) const override;
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// End IBlueprintNodeBinder interface
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/** @return */
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FMulticastDelegateProperty const* GetEventDelegate() const;
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private:
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/** */
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UPROPERTY()
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TFieldPath<FMulticastDelegateProperty> EventDelegate;
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};
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