Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
2025-05-18 13:04:45 +08:00

64 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "NodeDependingOnEnumInterface.h"
#include "Textures/SlateIcon.h"
#include "UObject/Class.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_ForEachElementInEnum.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FName;
class UEdGraph;
class UObject;
struct FLinearColor;
UCLASS(MinimalAPI)
class UK2Node_ForEachElementInEnum : public UK2Node, public INodeDependingOnEnumInterface
{
GENERATED_UCLASS_BODY()
UPROPERTY()
TObjectPtr<UEnum> Enum;
BLUEPRINTGRAPH_API static const FName InsideLoopPinName;
BLUEPRINTGRAPH_API static const FName EnumOuputPinName;
BLUEPRINTGRAPH_API static const FName SkipHiddenPinName;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return false; }
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual void PostPlacedNewNode() override;
//~ End UK2Node Interface
// INodeDependingOnEnumInterface
virtual class UEnum* GetEnum() const override { return Enum; }
virtual void ReloadEnum(class UEnum* InEnum) override;
virtual bool ShouldBeReconstructedAfterEnumChanged() const override { return false; }
// End of INodeDependingOnEnumInterface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
};