71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.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 "Engine/Blueprint.h"
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#include "Internationalization/Text.h"
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#include "K2Node_Variable.h"
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#include "KismetCompilerMisc.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/UnrealType.h"
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#include "K2Node_VariableSet.generated.h"
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class FProperty;
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class UEdGraph;
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class UEdGraphPin;
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class UObject;
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struct FBPVariableDescription;
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UCLASS(MinimalAPI)
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class UK2Node_VariableSet : public UK2Node_Variable
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UEdGraphNode Interface
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virtual void AllocateDefaultPins() override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual bool ShouldOverridePinNames() const override { return true; }
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virtual FText GetPinNameOverride(const UEdGraphPin& Pin) const override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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//~ End UEdGraphNode Interface
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//~ Begin K2Node Interface
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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//~ End K2Node Interface
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/** Retrieves the output pin name for the node */
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FName GetVariableOutputPinName() const;
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BLUEPRINTGRAPH_API bool HasLocalRepNotify() const;
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BLUEPRINTGRAPH_API FName GetRepNotifyName() const;
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BLUEPRINTGRAPH_API bool ShouldFlushDormancyOnSet() const;
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BLUEPRINTGRAPH_API bool IsNetProperty() const;
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BLUEPRINTGRAPH_API bool IsFieldNotifyProperty() const;
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BLUEPRINTGRAPH_API bool HasFieldNotificationBroadcast() const;
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static FText GetPropertyTooltip(FProperty const* VariableProperty);
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static FText GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc);
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private:
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/** Sets up the tooltip for the output pin */
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void CreateOutputPinTooltip();
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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