79 lines
2.4 KiB
C++
79 lines
2.4 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 "UObject/UnrealType.h"
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#include "K2Node_GeneratedBoundEvent.generated.h"
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class FArchive;
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class FMulticastDelegateProperty;
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class FObjectProperty;
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class UBlueprint;
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class UClass;
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class UDynamicBlueprintBinding;
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class UEdGraph;
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class UObject;
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/**
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* Node used during generation of ubergraph pages.
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* This node should never be used at editor time, so various editor related features are not implemented
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*/
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UCLASS(MinimalAPI)
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class UK2Node_GeneratedBoundEvent : public UK2Node_Event
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{
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GENERATED_BODY()
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public:
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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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//~ Begin UEdGraphNode Interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void ReconstructNode() override;
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//~ End UEdGraphNode Interface
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//~ Begin K2Node Interface
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual UClass* GetDynamicBindingClass() const override;
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virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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//~ End K2Node Interface
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//~ Begin K2Node_Event Interface
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virtual bool IsUsedByAuthorityOnlyDelegate() const override;
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//~ End K2Node_Event Interface
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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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/** Gets the proper display name for the property */
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BLUEPRINTGRAPH_API FText GetTargetDelegateDisplayName() const;
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/** Initialize this node with the provided delegate */
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BLUEPRINTGRAPH_API void InitializeGeneratedBoundEventParams(const FMulticastDelegateProperty* InDelegateProperty);
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private:
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/** Returns true if there is a delegate on this blueprint with a name that matches ComponentPropertyName */
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bool IsDelegateValid() const;
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};
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