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