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UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GeneratedBoundEvent.h
2025-05-18 13:04:45 +08:00

79 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Internationalization/Text.h"
#include "K2Node_Event.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/UnrealType.h"
#include "K2Node_GeneratedBoundEvent.generated.h"
class FArchive;
class FMulticastDelegateProperty;
class FObjectProperty;
class UBlueprint;
class UClass;
class UDynamicBlueprintBinding;
class UEdGraph;
class UObject;
/**
* Node used during generation of ubergraph pages.
* This node should never be used at editor time, so various editor related features are not implemented
*/
UCLASS(MinimalAPI)
class UK2Node_GeneratedBoundEvent : public UK2Node_Event
{
GENERATED_BODY()
public:
/** Delegate property name that this event is associated with */
UPROPERTY()
FName DelegatePropertyName;
/** Delegate property's owner class that this event is associated with */
UPROPERTY()
TObjectPtr<UClass> DelegateOwnerClass;
//~ Begin UEdGraphNode Interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void ReconstructNode() override;
//~ End UEdGraphNode Interface
//~ Begin K2Node Interface
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End K2Node Interface
//~ Begin K2Node_Event Interface
virtual bool IsUsedByAuthorityOnlyDelegate() const override;
//~ End K2Node_Event Interface
/** Return the delegate property that this event is bound to */
BLUEPRINTGRAPH_API FMulticastDelegateProperty* GetTargetDelegateProperty() const;
/** Gets the proper display name for the property */
BLUEPRINTGRAPH_API FText GetTargetDelegateDisplayName() const;
/** Initialize this node with the provided delegate */
BLUEPRINTGRAPH_API void InitializeGeneratedBoundEventParams(const FMulticastDelegateProperty* InDelegateProperty);
private:
/** Returns true if there is a delegate on this blueprint with a name that matches ComponentPropertyName */
bool IsDelegateValid() const;
};