FText UK2Node_Event::GetTooltipText() const
{
	UFunction* Function = FindField<UFunction>(EventSignatureClass, EventSignatureName);
	if (CachedTooltip.IsOutOfDate() && (Function != nullptr))
	{
		CachedTooltip = FText::FromString(UK2Node_CallFunction::GetDefaultTooltipForFunction(Function));

		if (bOverrideFunction || (CustomFunctionName == NAME_None))
		{
			FFormatNamedArguments Args;
			Args.Add(TEXT("FunctionTooltip"), (FText&)CachedTooltip);

			//@TODO: KISMETREPLICATION: Should do this for events with a custom function name, if it's a newly introduced replicating thingy
			if (Function->HasAllFunctionFlags(FUNC_BlueprintCosmetic) || IsCosmeticTickEvent())
			{
				Args.Add(
					TEXT("ClientString"),
					NSLOCTEXT("K2Node", "ClientEvent", "\n\nCosmetic. This event is only for cosmetic, non-gameplay actions.")
				);
				// FText::Format() is slow, so we cache this to save on performance
				CachedTooltip = FText::Format(LOCTEXT("Event_SubtitledTooltip", "{FunctionTooltip}\n\n{ClientString}"), Args);
			} 
			else if(Function->HasAllFunctionFlags(FUNC_BlueprintAuthorityOnly))
			{
				Args.Add(
					TEXT("ClientString"),
					NSLOCTEXT("K2Node", "ServerEvent", "\n\nAuthority Only. This event only fires on the server.")
				);
				// FText::Format() is slow, so we cache this to save on performance
				CachedTooltip = FText::Format(LOCTEXT("Event_SubtitledTooltip", "{FunctionTooltip}\n\n{ClientString}"), Args);
			}			
		}		
	}

	return CachedTooltip;
}
void UK2Node_Switch::CreateFunctionPin()
{
	// Set properties on the function pin
	const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
	UEdGraphPin* FunctionPin = CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), FunctionClass, false, false, FunctionName.ToString());
	FunctionPin->bDefaultValueIsReadOnly = true;
	FunctionPin->bNotConnectable = true;
	FunctionPin->bHidden = true;

	UFunction* Function = FindField<UFunction>(FunctionClass, FunctionName);
	const bool bIsStaticFunc = Function->HasAllFunctionFlags(FUNC_Static);
	if (bIsStaticFunc)
	{
		// Wire up the self to the CDO of the class if it's not us
		if (UBlueprint* BP = GetBlueprint())
		{
			UClass* FunctionOwnerClass = Function->GetOuterUClass();
			if (!BP->SkeletonGeneratedClass->IsChildOf(FunctionOwnerClass))
			{
				FunctionPin->DefaultObject = FunctionOwnerClass->GetDefaultObject();
			}
		}
	}
}
void FEditorUtilityInstanceDetails::CustomizeDetails(IDetailLayoutBuilder& DetailLayoutBuilder)
{
    SelectedObjectsList = DetailLayoutBuilder.GetDetailsView().GetSelectedObjects();

    // Hide some useless categories
    //@TODO: How to hide Actors, Layers, etc...?

    // Build a list of unique selected blutilities
    TArray<UClass*> UniqueBlutilityClasses;
    bool bFoundAnyCDOs = false;

    for (auto SelectedObjectIt = SelectedObjectsList.CreateConstIterator(); SelectedObjectIt; ++SelectedObjectIt)
    {
        UObject* Object = (*SelectedObjectIt).Get();

        if (!Object->HasAnyFlags(RF_ClassDefaultObject))
        {
            UClass* ObjectClass = Object->GetClass();

            if (UEditorUtilityBlueprint* Blutility = Cast<UEditorUtilityBlueprint>(ObjectClass->ClassGeneratedBy))
            {
                UniqueBlutilityClasses.Add(ObjectClass);
            }
        }
        else
        {
            bFoundAnyCDOs = true;
        }
    }

    // Run thru each one
    UniqueBlutilityClasses.Sort(FCompareClassNames());
    for (auto ClassIt = UniqueBlutilityClasses.CreateIterator(); ClassIt; ++ClassIt)
    {
        UClass* Class = *ClassIt;

        FString CategoryName = FString::Printf(TEXT("%sActions"), *Class->ClassGeneratedBy->GetName());
        IDetailCategoryBuilder& ActionsCategory = DetailLayoutBuilder.EditCategory(*CategoryName);

        const APlacedEditorUtilityBase* PlacedActorCDO = Cast<const APlacedEditorUtilityBase>(Class->GetDefaultObject());
        if (PlacedActorCDO)
        {
            ActionsCategory.AddCustomRow( PlacedActorCDO->HelpText )
            [
                SNew(STextBlock)
                .Text(PlacedActorCDO->HelpText)
            ];
        }

        const UGlobalEditorUtilityBase* GlobalBlutilityCDO = Cast<const UGlobalEditorUtilityBase>(Class->GetDefaultObject());
        if (GlobalBlutilityCDO)
        {
            ActionsCategory.AddCustomRow( GlobalBlutilityCDO->HelpText )
            [
                SNew(STextBlock)
                .Text(GlobalBlutilityCDO->HelpText)
            ];
        }

        TSharedRef<SWrapBox> WrapBox = SNew(SWrapBox).UseAllottedWidth(true);
        int32 NumButtons = 0;

        for (TFieldIterator<UFunction> FuncIt(Class, EFieldIteratorFlags::IncludeSuper); FuncIt; ++FuncIt)
        {
            UFunction* Function = *FuncIt;

            const bool bCanExecute = (Function->NumParms == 0) && Function->HasAllFunctionFlags(FUNC_Exec);

            if (bCanExecute)
            {
                ++NumButtons;

                const FString ButtonCaption = FName::NameToDisplayString(*Function->GetName(), false);

                //@TODO: Expose the code in UK2Node_CallFunction::GetUserFacingFunctionName / etc...
                FString Tooltip = Function->GetToolTipText().ToString();
                if (Tooltip.IsEmpty())
                {
                    Tooltip = Function->GetName();
                }

                TWeakObjectPtr<UFunction> WeakFunctionPtr(Function);

                WrapBox->AddSlot()
                [
                    SNew(SButton)
                    .Text(ButtonCaption)
                    .OnClicked(	FOnClicked::CreateSP(this, &FEditorUtilityInstanceDetails::OnExecuteAction, WeakFunctionPtr) )
                    .ToolTipText(Tooltip)
                ];

            }
        }

        if (NumButtons > 0)
        {
            ActionsCategory.AddCustomRow(TEXT(""))
            [
                WrapBox
            ];
        }
    }

    // Hide the hint property
    if (!bFoundAnyCDOs)
    {
        DetailLayoutBuilder.HideProperty(TEXT("HelpText"));
    }
}