Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
2025-05-18 13:04:45 +08:00

99 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintNodeBinder.h"
#include "BlueprintNodeSignature.h"
#include "BlueprintNodeSpawner.h"
#include "CoreMinimal.h"
#include "K2Node_Event.h"
#include "Math/Vector2D.h"
#include "Templates/SubclassOf.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "BlueprintEventNodeSpawner.generated.h"
class UBlueprint;
class UEdGraph;
class UEdGraphNode;
class UFunction;
class UK2Node_Event;
class UObject;
/**
* Takes care of spawning UK2Node_Event nodes. Acts as the "action" portion of
* certain FBlueprintActionMenuItems. Will not spawn a new event node if one
* associated with the specified function already exits (instead, Invoke() will
* return the existing one). Evolved from FEdGraphSchemaAction_K2AddEvent and
* FEdGraphSchemaAction_K2ViewNode.
*/
UCLASS(Transient)
class BLUEPRINTGRAPH_API UBlueprintEventNodeSpawner : public UBlueprintNodeSpawner
{
GENERATED_UCLASS_BODY()
public:
/**
* Creates a new UBlueprintEventNodeSpawner for the specified function.
* Does not do any compatibility checking to ensure that the function is
* viable as a blueprint event (do that before calling this).
*
* @param EventFunc The function you want assigned to new nodes.
* @param Outer Optional outer for the new spawner (if left null, the transient package will be used).
* @return A newly allocated instance of this class.
*/
static UBlueprintEventNodeSpawner* Create(UFunction const* const EventFunc, UObject* Outer = nullptr);
/**
* Creates a new UBlueprintEventNodeSpawner for custom events. The
* CustomEventName can be left blank if the node will pick one itself on
* instantiation.
*
* @param NodeClass The event node type that you want this to spawn.
* @param CustomEventName The name you want assigned to the event.
* @param Outer Optional outer for the new spawner (if left null, the transient package will be used).
* @return A newly allocated instance of this class.
*/
static UBlueprintEventNodeSpawner* Create(TSubclassOf<UK2Node_Event> NodeClass, FName CustomEventName, UObject* Outer = nullptr);
// UBlueprintNodeSpawner interface
virtual FBlueprintNodeSignature GetSpawnerSignature() const override;
virtual UEdGraphNode* Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const override;
// End UBlueprintNodeSpawner interface
/**
*
*
* @return
*/
bool IsForCustomEvent() const;
/**
* Retrieves the function that this assigns to spawned nodes (defines the
* event's signature). Can be null if this spawner was for a custom event.
*
* @return The event function that this class was initialized with.
*/
UFunction const* GetEventFunction() const;
/**
*
*
* @return
*/
virtual UK2Node_Event const* FindPreExistingEvent(UBlueprint* Blueprint, FBindingSet const& Bindings) const;
protected:
/** The function to configure new nodes with. */
UPROPERTY()
TObjectPtr<UFunction const> EventFunc;
/** The custom name to configure new event nodes with. */
UPROPERTY()
FName CustomEventName;
};