// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphPin.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "FormatError.generated.h" class FBlueprintActionDatabaseRegistrar; class FString; class UEdGraph; class UObject; // // Export log verbosity to blueprints. // UENUM(BlueprintType) enum class ElxLogVerbosity : uint8 { Fatal, Error, Warning, Display, Log, Verbose, VeryVerbose, }; // // Display Duration - how long to show a message on-screen. // UENUM(BlueprintType) enum class ElxDisplayDuration : uint8 { No_Display = 0, Display_1_Seconds = 1, Display_2_Seconds = 2, Display_3_Seconds = 3, Display_4_Seconds = 4, Display_5_Seconds = 5, Display_10_Seconds = 10, Display_20_Seconds = 20, Display_30_Seconds = 30, Display_40_Seconds = 40, Display_50_Seconds = 50, Display_60_Seconds = 60, Display_70_Seconds = 70, Display_80_Seconds = 80, Display_90_Seconds = 90, Display_1_Minute = 101, Display_2_Minutes = 102, Display_3_Minutes = 103, Display_4_Minutes = 104, Display_5_Minutes = 105, }; // // Library functions used by Format Error Message. // UCLASS(MinimalAPI) class UlxFormatErrorLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true")) static void FormatErrorInternal(ElxLogVerbosity Verbosity, ElxDisplayDuration DisplayDuration, FText InPattern, TArray InArgs); }; // // Library functions used by Format Error Message, and also // by scripters writing their own Error Message Handler classes. // UCLASS(MinimalAPI) class UK2Node_FormatError : public UK2Node { GENERATED_UCLASS_BODY() //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void PinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; virtual void PinTypeChanged(UEdGraphPin* Pin) override; virtual FText GetTooltipText() const override; virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface. virtual bool IsNodePure() const override { return false; } virtual void PostReconstructNode() override; virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; } //~ End UK2Node Interface. private: /** Create all necessary pins */ void CreateCorrectPins(); /** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */ void SynchronizeArgumentPinType(UEdGraphPin* Pin); private: /** When adding arguments to the node, their names are placed here and are generated as pins during construction */ UPROPERTY() TArray PinNames; /** Tooltip text for this node. */ FText NodeTooltip; };