Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
2025-05-18 13:04:45 +08:00

71 lines
2.4 KiB
C++

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