65 lines
2.4 KiB
C++
65 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 "GameplayTask.h"
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#include "HAL/PlatformCrt.h"
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#include "K2Node_BaseAsyncTask.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "K2Node_LatentGameplayTaskCall.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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class FName;
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class UClass;
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class UEdGraph;
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class UEdGraphPin;
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class UEdGraphSchema;
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class UEdGraphSchema_K2;
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class UGameplayTask;
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class UObject;
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UCLASS()
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class GAMEPLAYTASKSEDITOR_API UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
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{
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GENERATED_BODY()
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public:
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UK2Node_LatentGameplayTaskCall(const FObjectInitializer& ObjectInitializer);
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// UEdGraphNode interface
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virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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// End of UEdGraphNode interface
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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bool ConnectSpawnProperties(UClass* ClassToSpawn, const UEdGraphSchema_K2* Schema, class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorReturnPin); //Helper
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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void CreatePinsForClass(UClass* InClass);
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UEdGraphPin* GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
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UClass* GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch = NULL) const;
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UEdGraphPin* GetResultPin() const;
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bool IsSpawnVarPin(UEdGraphPin* Pin);
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bool ValidateActorSpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors);
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bool ValidateActorArraySpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors);
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UPROPERTY()
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TArray<FName> SpawnParamPins;
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static void RegisterSpecializedTaskNodeClass(TSubclassOf<UK2Node_LatentGameplayTaskCall> NodeClass);
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protected:
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static bool HasDedicatedNodeClass(TSubclassOf<UGameplayTask> TaskClass);
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virtual bool IsHandling(TSubclassOf<UGameplayTask> TaskClass) const { return true; }
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private:
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static TArray<TWeakObjectPtr<UClass> > NodeClasses;
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};
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