// 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 "K2Node_RaiseError.generated.h" class FBlueprintActionDatabaseRegistrar; class FString; class UEdGraph; class UObject; UCLASS(MinimalAPI) class UK2Node_RaiseError : 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 true; } 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: /** returns Format pin */ UEdGraphPin* GetFormatPin() const; /** * Finds an argument pin by name, checking strings in a strict, case sensitive fashion * * @param InPinName The pin name to check for * @return NULL if the pin was not found, otherwise the found pin. */ UEdGraphPin* FindArgumentPin(const FName InPinName) const; /** 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; /** The "Format" input pin, always available on the node */ UEdGraphPin* CachedFormatPin; /** Tooltip text for this node. */ FText NodeTooltip; };