void SGameplayTagGraphPin::ParseDefaultValueData()
{
	FString TagString = GraphPinObj->GetDefaultAsString();

	UK2Node_CallFunction* CallFuncNode = Cast<UK2Node_CallFunction>(GraphPinObj->GetOuter());
	
	FilterString.Empty();
	if (CallFuncNode)
	{
		UFunction* ThisFunction = CallFuncNode->GetTargetFunction();
		if (ThisFunction)
		{
			if (ThisFunction->HasMetaData(TEXT("GameplayTagFilter")))
			{
				FilterString = ThisFunction->GetMetaData(TEXT("GameplayTagFilter"));
			}
		}
	}

	if (TagString.StartsWith(TEXT("(")) && TagString.EndsWith(TEXT(")")))
	{
		TagString = TagString.LeftChop(1);
		TagString = TagString.RightChop(1);
		TagString.Split("=", NULL, &TagString);
		if (TagString.StartsWith(TEXT("\"")) && TagString.EndsWith(TEXT("\"")))
		{
			TagString = TagString.LeftChop(1);
			TagString = TagString.RightChop(1);
		}
	}

	if (!TagString.IsEmpty())
	{
		FGameplayTag Tag = IGameplayTagsModule::Get().GetGameplayTagsManager().RequestGameplayTag(FName(*TagString));
		TagContainer->AddTag(Tag);
	}
}
// Context used to aid debugging displays for nodes
FKismetNodeInfoContext::FKismetNodeInfoContext(UEdGraph* SourceGraph)
	: ActiveObjectBeingDebugged(NULL)
{
	// Only show pending latent actions in PIE/SIE mode
	SourceBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(SourceGraph);

	if (SourceBlueprint != NULL)
	{
		ActiveObjectBeingDebugged = SourceBlueprint->GetObjectBeingDebugged();

		// Run thru debugged objects to see if any are objects with pending latent actions
		if (ActiveObjectBeingDebugged != NULL)
		{
			UBlueprintGeneratedClass* Class = CastChecked<UBlueprintGeneratedClass>((UObject*)(ActiveObjectBeingDebugged->GetClass()));
			FBlueprintDebugData const& ClassDebugData = Class->GetDebugData();

			TSet<UObject*> LatentContextObjects;

			TArray<UK2Node_CallFunction*> FunctionNodes;
			SourceGraph->GetNodesOfClass<UK2Node_CallFunction>(FunctionNodes);
			// collect all the world context objects for all of the graph's latent nodes
			for (UK2Node_CallFunction const* FunctionNode : FunctionNodes)
			{
				UFunction* Function = FunctionNode->GetTargetFunction();
				if ((Function == NULL) || !Function->HasMetaData(FBlueprintMetadata::MD_Latent))
				{
					continue;
				}

				UObject* NodeWorldContext = ActiveObjectBeingDebugged;
				// if the node has a specific "world context" pin, attempt to get the value set for that first
				if (Function->HasMetaData(FBlueprintMetadata::MD_WorldContext))
				{
					FString const WorldContextPinName = Function->GetMetaData(FBlueprintMetadata::MD_WorldContext);
					if (UEdGraphPin* ContextPin = FunctionNode->FindPin(WorldContextPinName))
					{
						if (UObjectPropertyBase* ContextProperty = Cast<UObjectPropertyBase>(ClassDebugData.FindClassPropertyForPin(ContextPin)))
						{
							UObject* PropertyValue = ContextProperty->GetObjectPropertyValue_InContainer(ActiveObjectBeingDebugged);
							if (PropertyValue != NULL)
							{
								NodeWorldContext = PropertyValue;
							}
						}
					}
				}
				
				LatentContextObjects.Add(NodeWorldContext);
			}

			for (UObject* ContextObject : LatentContextObjects)
			{
				if (UWorld* World = GEngine->GetWorldFromContextObject(ContextObject, /*bChecked =*/false))
				{
					FLatentActionManager& Manager = World->GetLatentActionManager();

					TSet<int32> UUIDSet;
					Manager.GetActiveUUIDs(ActiveObjectBeingDebugged, /*out*/ UUIDSet);

					for (TSet<int32>::TConstIterator IterUUID(UUIDSet); IterUUID; ++IterUUID)
					{
						const int32 UUID = *IterUUID;

						if (UEdGraphNode* ParentNode = ClassDebugData.FindNodeFromUUID(UUID))
						{
 							TArray<FObjectUUIDPair>& Pairs = NodesWithActiveLatentActions.FindOrAdd(ParentNode);
 							new (Pairs) FObjectUUIDPair(ContextObject, UUID);
						}
					}
				}
			}
		}

		// Covert the watched pin array into a set
		for (auto WatchedPinIt = SourceBlueprint->PinWatches.CreateConstIterator(); WatchedPinIt; ++WatchedPinIt)
		{
			UEdGraphPin* WatchedPin = *WatchedPinIt;

			UEdGraphNode* OwningNode = Cast<UEdGraphNode>(WatchedPin->GetOuter());
			if (!ensure(OwningNode != NULL)) // shouldn't happen, but just in case a dead pin was added to the PinWatches array
			{
				continue;
			}
			check(OwningNode == WatchedPin->GetOwningNode());

			WatchedPinSet.Add(WatchedPin);
			WatchedNodeSet.Add(OwningNode);
		}
	}
}