//////////////////////////////////////////////////////////// // // ReadLuaValues.h // // K2Node that reads typed values from a UlxLuaValues array. // Takes a prototype string like "string x, float y, int z" // and creates output pins with the appropriate types. // //////////////////////////////////////////////////////////// #pragma once #include "LuprexK2Node.h" #include "ReadLuaValues.generated.h" class FBlueprintActionDatabaseRegistrar; class FString; class UEdGraph; class UObject; UCLASS(MinimalAPI) class UK2Node_ReadLuaValues : public UlxK2Node { GENERATED_BODY() public: //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void PinDefaultValueChanged(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 ReconstructNode() 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: static const FName PrototypePinName; static const FName InputValuesPinName; static const FName RemainingPinName; static const FName ErrorPinName; private: // Whenever the prototype pin value changes, we call // ReconstructNode, which backs up the value into this // property. This cache is needed because during // ReconstructNode, we blow away the prototype pin. The // prototype pin is also absent when the node is first // created. // UPROPERTY() FString ValuePrototype = TEXT("string x, float y, int z"); };