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

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3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintActionFilter.h"
#include "BlueprintFieldNodeSpawner.h"
#include "BlueprintNodeBinder.h"
#include "BlueprintNodeSpawner.h"
#include "CoreMinimal.h"
#include "Math/Vector2D.h"
#include "Templates/SubclassOf.h"
#include "UObject/Class.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "BlueprintFunctionNodeSpawner.generated.h"
class UEdGraph;
class UEdGraphNode;
class UFunction;
class UK2Node_CallFunction;
class UObject;
struct FBlueprintActionContext;
/**
* Takes care of spawning various UK2Node_CallFunction nodes. Acts as the
* "action" portion of certain FBlueprintActionMenuItems.
*/
UCLASS(Transient)
class BLUEPRINTGRAPH_API UBlueprintFunctionNodeSpawner : public UBlueprintFieldNodeSpawner
{
GENERATED_UCLASS_BODY()
public:
/**
* Creates a new UBlueprintFunctionNodeSpawner for the specified function.
* Does not do any compatibility checking to ensure that the function is
* viable as a blueprint function call (do that before calling this).
*
* @param Function 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 UBlueprintFunctionNodeSpawner* Create(UFunction const* const Function, UObject* Outer = nullptr);
/**
* Creates a new UBlueprintFunctionNodeSpawner for the specified function.
* Does not do any compatibility checking to ensure that the function is
* viable as a blueprint function call (do that before calling this).
*
* @param NodeClass The type of node you want the spawner to create.
* @param Function 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 UBlueprintFunctionNodeSpawner* Create(TSubclassOf<UK2Node_CallFunction> NodeClass, UFunction const* const Function, UObject* Outer = nullptr);
// UBlueprintNodeSpawner interface
virtual void Prime() override;
virtual FBlueprintActionUiSpec GetUiSpec(FBlueprintActionContext const& Context, FBindingSet const& Bindings) const override;
virtual UEdGraphNode* Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const override;
// End UBlueprintNodeSpawner interface
// IBlueprintNodeBinder interface
virtual bool IsBindingCompatible(FBindingObject BindingCandidate) const override;
virtual bool CanBindMultipleObjects() const override;
virtual bool BindToNode(UEdGraphNode* Node, FBindingObject Binding) const override;
// End IBlueprintNodeBinder interface
/**
* Retrieves the function that this assigns to spawned nodes (defines the
* node's signature).
*
* @return The function that this class was initialized with.
*/
UFunction const* GetFunction() const;
};