Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
2025-05-18 13:04:45 +08:00

67 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "KismetCompilerMisc.h"
#include "Math/Color.h"
#include "Textures/SlateIcon.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_Literal.generated.h"
class AActor;
class FBlueprintActionDatabaseRegistrar;
class UEdGraphPin;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_Literal : public UK2Node
{
GENERATED_UCLASS_BODY()
private:
/** If this is an object reference literal, keep a reference here so that it can be updated as objects move around */
UPROPERTY()
TObjectPtr<class UObject> ObjectRef;
public:
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool ShouldOverridePinNames() const override { return true; }
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual bool IsNodePure() const override { return true; }
virtual AActor* GetReferencedLevelActor() const override;
virtual bool DrawNodeAsVariable() const override { return true; }
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual void PostReconstructNode() override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
//~ End UK2Node Interface
/** Accessor for the value pin of the node */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
/** Sets the LiteralValue for the pin, and changes the pin type, if necessary */
BLUEPRINTGRAPH_API void SetObjectRef(UObject* NewValue);
/** Gets the referenced object */
BLUEPRINTGRAPH_API UObject* GetObjectRef() const { return ObjectRef; }
};