88 lines
3.0 KiB
C++
88 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "Internationalization/Text.h"
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#include "K2Node_Event.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_ActorBoundEvent.generated.h"
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class AActor;
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class FArchive;
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class FKismetCompilerContext;
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class FMulticastDelegateProperty;
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class FNodeHandlingFunctor;
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class UClass;
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class UEdGraph;
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class UObject;
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UCLASS(MinimalAPI)
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class UK2Node_ActorBoundEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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/** Delegate property name that this event is associated with */
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UPROPERTY()
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FName DelegatePropertyName;
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/** Delegate property's owner class that this event is associated with */
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UPROPERTY()
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TObjectPtr<UClass> DelegateOwnerClass;
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/** The event that this event is bound to */
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UPROPERTY()
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TObjectPtr<class AActor> EventOwner;
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//~ Begin UObject Interface
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virtual void Serialize(FArchive& Ar) override;
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//~ End UObject Interface
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//~ Begin UEdGraphNode Interface
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virtual void ReconstructNode() override;
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virtual void DestroyNode() override;
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virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FString GetDocumentationLink() const override;
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virtual FString GetDocumentationExcerptName() const override;
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//~ End UEdGraphNode Interface
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//~ Begin K2Node Interface
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virtual AActor* GetReferencedLevelActor() const override;
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual FNodeHandlingFunctor* CreateNodeHandler(FKismetCompilerContext& CompilerContext) const override;
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//~ End K2Node Interface
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virtual bool IsUsedByAuthorityOnlyDelegate() const override;
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/**
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* Initialized the members of the node, given the specified owner and delegate property. This will fill out all the required members for the event, such as CustomFunctionName
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*
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* @param InEventOwner The target for this bound event
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* @param InDelegateProperty The multicast delegate property associated with the event, which will have a delegate added to it in the level script actor, matching its signature
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*/
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BLUEPRINTGRAPH_API void InitializeActorBoundEventParams(AActor* InEventOwner, const FMulticastDelegateProperty* InDelegateProperty);
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/** Return the delegate property that this event is bound to */
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BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegateProperty() const;
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BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegatePropertyFromSkel() const;
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/** Gets the proper display name for the property */
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BLUEPRINTGRAPH_API FText GetTargetDelegateDisplayName() const;
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTextCache CachedNodeTitle;
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};
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