Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
2025-05-18 13:04:45 +08:00

126 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "Delegates/IDelegateInstance.h"
#include "EdGraph/EdGraphNode.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "KismetCompilerMisc.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_GetClassDefaults.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FName;
class FProperty;
class UBlueprint;
class UClass;
class UEdGraph;
class UEdGraphPin;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_GetClassDefaults : public UK2Node
{
GENERATED_UCLASS_BODY()
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void PreEditChange(FProperty* PropertyAboutToChange) override;
virtual void PostLoad() override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void AllocateDefaultPins() override;
virtual void PostPlacedNewNode() override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return true; }
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
//~ End UK2Node Interface
public:
/** Finds and returns the class input pin from the current set of pins. */
BLUEPRINTGRAPH_API UEdGraphPin* FindClassPin() const
{
return FindClassPin(Pins);
}
/** Retrieves the current input class type. */
BLUEPRINTGRAPH_API UClass* GetInputClass() const
{
return GetInputClass(FindClassPin());
}
void OnBlueprintClassModified(UBlueprint* TargetBlueprint);
protected:
/**
* Finds and returns the class input pin.
*
* @param FromPins A list of pins to search.
*/
BLUEPRINTGRAPH_API UEdGraphPin* FindClassPin(const TArray<UEdGraphPin*>& FromPins) const;
/**
* Determines the input class type from the given pin.
*
* @param FromPin Input class pin.
*/
BLUEPRINTGRAPH_API UClass* GetInputClass(const UEdGraphPin* FromPin) const;
/**
* Creates the full set of output pins (properties) from the given input class.
*
* @param InClass Input class type.
*/
void CreateOutputPins(UClass* InClass);
/** Will be called whenever the class pin selector changes its value. */
void OnClassPinChanged();
private:
/** Class pin name */
static FName ClassPinName;
/** Blueprint that we subscribed OnBlueprintChangedDelegate and OnBlueprintCompiledDelegate to */
UPROPERTY(Transient)
TObjectPtr<UBlueprint> BlueprintSubscribedTo;
/** Blueprint.OnChanged delegate handle */
FDelegateHandle OnBlueprintChangedDelegate;
/** Blueprint.OnCompiled delegate handle */
FDelegateHandle OnBlueprintCompiledDelegate;
/** Output pin visibility control */
UPROPERTY(EditAnywhere, Category=PinOptions, EditFixedSize)
TArray<FOptionalPinFromProperty> ShowPinForProperties;
TArray<FName> OldShownPins;
/** Whether or not to exclude object container properties */
UPROPERTY()
bool bExcludeObjectContainers;
/** Whether or not to exclude object array properties (deprecated) */
UPROPERTY()
bool bExcludeObjectArrays_DEPRECATED;
};