void UK2Node_EaseFunction::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	/**
		At the end of this, the UK2Node_EaseFunction will not be a part of the Blueprint, it merely handles connecting
		the other nodes into the Blueprint.
	*/

	UFunction* Function = UKismetMathLibrary::StaticClass()->FindFunctionByName(*EaseFunctionName);
	if (Function == NULL)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("InvalidFunctionName", "BaseAsyncTask: Type not supported or not initialized. @@").ToString(), this);
		return;
	}

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	// The call function does all the real work, each child class implementing easing for  a given type provides
	// the name of the desired function
	UK2Node_CallFunction* CallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		
	CallFunction->SetFromFunction(Function);
	CallFunction->AllocateDefaultPins();
	CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFunction, this);

	// Move the ease function and the alpha connections from us to the call function
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetEaseFuncPinName()), *CallFunction->FindPin(TEXT("EasingFunc")));
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetAlphaPinName()), *CallFunction->FindPin(TEXT("Alpha")));

	// Move base connections to the call function's connections
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetAPinName()), *CallFunction->FindPin(TEXT("A")));
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetBPinName()), *CallFunction->FindPin(TEXT("B")));
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetResultPinName()), *CallFunction->GetReturnValuePin());

	// Now move the custom pins to their new locations
	UEdGraphPin* ShortestPathPin = FindPinChecked(FEaseFunctionNodeHelper::GetShortestPathPinName());
	if (!ShortestPathPin->bHidden)
	{
		CompilerContext.MovePinLinksToIntermediate(*ShortestPathPin, *CallFunction->FindPinChecked(TEXT("bShortestPath")));
	}

	UEdGraphPin* BlendExpPin = FindPinChecked(FEaseFunctionNodeHelper::GetBlendExpPinName());
	if (!BlendExpPin->bHidden)
	{
		CompilerContext.MovePinLinksToIntermediate(*BlendExpPin, *CallFunction->FindPinChecked(FEaseFunctionNodeHelper::GetBlendExpPinName()));
	}

	UEdGraphPin* StepsPin = FindPinChecked(FEaseFunctionNodeHelper::GetStepsPinName());
	if (!StepsPin->bHidden)
	{
		CompilerContext.MovePinLinksToIntermediate(*StepsPin, *CallFunction->FindPinChecked(FEaseFunctionNodeHelper::GetStepsPinName()));
	}

	// Cleanup links to ourself and we are done!
	BreakAllNodeLinks();
}
void UK2Node_ForEachElementInEnum::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	if (CompilerContext.bIsFullCompile)
	{
		if (!Enum)
		{
			ValidateNodeDuringCompilation(CompilerContext.MessageLog);
			return;
		}

		FForExpandNodeHelper ForLoop;
		if (!ForLoop.BuildLoop(this, CompilerContext, SourceGraph))
		{
			CompilerContext.MessageLog.Error(*NSLOCTEXT("K2Node", "ForEachElementInEnum_ForError", "For Expand error in @@").ToString(), this);
		}

		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

		CompilerContext.CheckConnectionResponse(Schema->MovePinLinks(*GetExecPin(), *ForLoop.StartLoopExecInPin), this);
		CompilerContext.CheckConnectionResponse(Schema->MovePinLinks(*FindPinChecked(Schema->PN_Then), *ForLoop.LoopCompleteOutExecPin), this);
		CompilerContext.CheckConnectionResponse(Schema->MovePinLinks(*FindPinChecked(InsideLoopPinName), *ForLoop.InsideLoopExecOutPin), this);

		UK2Node_GetNumEnumEntries* GetNumEnumEntries = CompilerContext.SpawnIntermediateNode<UK2Node_GetNumEnumEntries>(this, SourceGraph);
		GetNumEnumEntries->Enum = Enum;
		GetNumEnumEntries->AllocateDefaultPins();
		bool bResult = Schema->TryCreateConnection(GetNumEnumEntries->FindPinChecked(Schema->PN_ReturnValue), ForLoop.IndexLimitInPin);

		UK2Node_CallFunction* Conv_Func = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); 
		FName Conv_Func_Name = GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, Conv_IntToByte);
		Conv_Func->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(Conv_Func_Name));
		Conv_Func->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(Conv_Func->FindPinChecked(TEXT("InInt")), ForLoop.IndexOutPin);

		UK2Node_CastByteToEnum* CastByteToEnum = CompilerContext.SpawnIntermediateNode<UK2Node_CastByteToEnum>(this, SourceGraph);
		CastByteToEnum->Enum = Enum;
		CastByteToEnum->bSafe = true;
		CastByteToEnum->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(Conv_Func->FindPinChecked(Schema->PN_ReturnValue), CastByteToEnum->FindPinChecked(UK2Node_CastByteToEnum::ByteInputPinName));
		CompilerContext.CheckConnectionResponse(Schema->MovePinLinks(*FindPinChecked(EnumOuputPinName), *CastByteToEnum->FindPinChecked(Schema->PN_ReturnValue)), this);

		if (!bResult)
		{
			CompilerContext.MessageLog.Error(*NSLOCTEXT("K2Node", "ForEachElementInEnum_ExpandError", "Expand error in @@").ToString(), this);
		}

		BreakAllNodeLinks();
	}
}
예제 #3
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void UK2Node_CastByteToEnum::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	if (bSafe && Enum)
	{
		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

		// FUNCTION NODE
		const FName FunctionName = GetFunctionName();
		const UFunction* Function = UKismetNodeHelperLibrary::StaticClass()->FindFunctionByName(FunctionName);
		check(NULL != Function);
		UK2Node_CallFunction* CallValidation = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); 
		CallValidation->SetFromFunction(Function);
		CallValidation->AllocateDefaultPins();
		check(CallValidation->IsNodePure());

		// FUNCTION ENUM PIN
		UEdGraphPin* FunctionEnumPin = CallValidation->FindPinChecked(TEXT("Enum"));
		Schema->TrySetDefaultObject(*FunctionEnumPin, Enum);
		check(FunctionEnumPin->DefaultObject == Enum);

		// FUNCTION INPUT BYTE PIN
		UEdGraphPin* OrgInputPin = FindPinChecked(ByteInputPinName);
		UEdGraphPin* FunctionIndexPin = CallValidation->FindPinChecked(TEXT("EnumeratorIndex"));
		check(EGPD_Input == FunctionIndexPin->Direction && Schema->PC_Byte == FunctionIndexPin->PinType.PinCategory);
		CompilerContext.MovePinLinksToIntermediate(*OrgInputPin, *FunctionIndexPin);

		// UNSAFE CAST NODE
		UK2Node_CastByteToEnum* UsafeCast = CompilerContext.SpawnIntermediateNode<UK2Node_CastByteToEnum>(this, SourceGraph); 
		UsafeCast->Enum = Enum;
		UsafeCast->bSafe = false;
		UsafeCast->AllocateDefaultPins();

		// UNSAFE CAST INPUT
		UEdGraphPin* CastInputPin = UsafeCast->FindPinChecked(ByteInputPinName);
		UEdGraphPin* FunctionReturnPin = CallValidation->GetReturnValuePin();
		check(NULL != FunctionReturnPin);
		Schema->TryCreateConnection(CastInputPin, FunctionReturnPin);

		// OPUTPUT PIN
		UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
		UEdGraphPin* NewReturnPin = UsafeCast->FindPinChecked(Schema->PN_ReturnValue);
		CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);

		BreakAllNodeLinks();
	}
}
void UK2Node_GetInputAxisValue::AllocateDefaultPins()
{
	Super::AllocateDefaultPins();

	UEdGraphPin* InputAxisNamePin = FindPinChecked(TEXT("InputAxisName"));
	InputAxisNamePin->DefaultValue = InputAxisName.ToString();
}
예제 #5
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void UK2Node_Event::UpdateDelegatePin()
{
	UEdGraphPin* Pin = FindPinChecked(DelegateOutputName);
	checkSlow(EGPD_Output == Pin->Direction);
	const UObject* OldSignature = Pin->PinType.PinSubCategoryObject.Get();

	if(bOverrideFunction)
	{
		Pin->PinType.PinSubCategoryObject = EventSignatureClass->FindFunctionByName(EventSignatureName);
	}
	else if(UBlueprint* Blueprint = GetBlueprint())
	{
		Pin->PinType.PinSubCategoryObject = Blueprint->SkeletonGeneratedClass 
			? Blueprint->SkeletonGeneratedClass->FindFunctionByName(CustomFunctionName)
			: NULL;
	}
	else
	{
		Pin->PinType.PinSubCategoryObject = NULL;
	}

	if(OldSignature != Pin->PinType.PinSubCategoryObject.Get())
	{
		PinTypeChanged(Pin);
	}
}
예제 #6
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UEdGraphPin* UK2Node_FormatText::GetFormatPin() const
{
	if (!CachedFormatPin)
	{
		const_cast<UK2Node_FormatText*>(this)->CachedFormatPin = FindPinChecked(FFormatTextNodeHelper::GetFormatPinName());
	}
	return CachedFormatPin;
}
예제 #7
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UEdGraphPin* UK2Node_SpawnActor::GetThenPin()const
{
	const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();

	UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_Then);
	check(Pin->Direction == EGPD_Output);
	return Pin;
}
예제 #8
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UEdGraphPin* UK2Node_LatentAbilityCall::GetResultPin() const
{
	const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();

	UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_ReturnValue);
	check(Pin->Direction == EGPD_Output);
	return Pin;
}
UEdGraphPin* UK2Node_EaseFunction::GetEaseFuncPin() const
{
	if (!CachedEaseFuncPin)
	{
		const_cast<UK2Node_EaseFunction*>(this)->CachedEaseFuncPin = FindPinChecked(FEaseFunctionNodeHelper::GetEaseFuncPinName());
	}
	return CachedEaseFuncPin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetResultPin() const
{
	const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();

	UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_ReturnValue);
	check(Pin->Direction == EGPD_Output);
	return Pin;
}
void UK2Node_GetEnumeratorName::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
	Super::NotifyPinConnectionListChanged(Pin);

	if (Pin == FindPinChecked(EnumeratorPinName))
	{
		UpdatePinType();
	}
}
void UK2Node_EaseFunction::GenerateExtraPins()
{
	const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());

	// Add pins based on the pin type
	const UEdGraphPin* APin = FindPinChecked(FEaseFunctionNodeHelper::GetAPinName());
	const bool bIsRotator = APin->PinType.PinCategory == K2Schema->PC_Struct && APin->PinType.PinSubCategoryObject.Get()->GetName() == TEXT("Rotator");
	UEdGraphPin* ShortestPathPin = FindPinChecked(FEaseFunctionNodeHelper::GetShortestPathPinName());
	if (bIsRotator)
	{
		ShortestPathPin->bHidden = false;
	}
	else
	{
		ShortestPathPin->BreakAllPinLinks();
		ShortestPathPin->bHidden = true;
	}
}
void UK2Node_GetEnumeratorName::UpdatePinType()
{
	UEdGraphPin* EnumPin = FindPinChecked(EnumeratorPinName);
	UEnum* Enum = GetEnum();
	if (EnumPin->PinType.PinSubCategoryObject != Enum)
	{
		EnumPin->PinType.PinSubCategoryObject = Enum;
		PinTypeChanged(EnumPin);
	}
}
void UK2Node_GetEnumeratorName::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
	const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
	const UEdGraphPin* OutputPin = FindPinChecked(Schema->PN_ReturnValue); 
	/*Don't validate isolated nodes */
	if (0 != OutputPin->LinkedTo.Num())
	{
		EarlyValidation(MessageLog);
	}
}
void UK2Node_EaseFunction::RefreshPinVisibility()
{
	const auto EaseFuncPin = GetEaseFuncPin();
	UEnum * Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EEasingFunc"), true);
	check(Enum != NULL);
	const int32 NewEasingFunc = CanCustomizeCurve() ? Enum->GetValueByName(*EaseFuncPin->DefaultValue) : -1;
	
	// Early exit in case no changes are required
	const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());

	UEdGraphPin* BlendExpPin = FindPinChecked(FEaseFunctionNodeHelper::GetBlendExpPinName());

	if (NewEasingFunc == -1 ||
		NewEasingFunc == EEasingFunc::EaseIn ||
		NewEasingFunc == EEasingFunc::EaseOut ||
		NewEasingFunc == EEasingFunc::EaseInOut)
	{
		// Show the BlendExpPin
		BlendExpPin->bHidden = false;
	}
	else
	{
		// Hide the BlendExpPin:
		BlendExpPin->BreakAllPinLinks();
		BlendExpPin->bHidden = true;
	}

	UEdGraphPin* StepsPin = FindPinChecked(FEaseFunctionNodeHelper::GetStepsPinName());
	if (NewEasingFunc == -1 || 
		NewEasingFunc == EEasingFunc::Step)
	{
		// Show the Steps pin:
		StepsPin->bHidden = false;
	}
	else
	{
		// Hide the Steps pin:
		StepsPin->BreakAllPinLinks();
		StepsPin->bHidden = true;
	}
}
void UK2Node_SetFieldsInStruct::ValidateNodeDuringCompilation(FCompilerResultsLog& MessageLog) const
{
	Super::ValidateNodeDuringCompilation(MessageLog);

	if (UEdGraphPin* FoundPin = FindPinChecked(SetFieldsInStructHelper::StructRefPinName()))
	{
		if (FoundPin->LinkedTo.Num() <= 0)
		{
			FText ErrorMessage = LOCTEXT("SetStructFields_NoStructRefError", "The @@ pin must be connected to the struct that you wish to set.");
			MessageLog.Error(*ErrorMessage.ToString(), FoundPin);
		}
	}
}
bool UK2Node_GetEnumeratorName::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
	const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();

	const UEdGraphPin* InputPin = FindPinChecked(EnumeratorPinName);
	if((InputPin == MyPin) && OtherPin && (OtherPin->PinType.PinCategory == Schema->PC_Byte))
	{
		if(NULL == Cast<UEnum>(OtherPin->PinType.PinSubCategoryObject.Get()))
		{
			OutReason = NSLOCTEXT("K2Node", "GetNumEnumEntries_NotEnum_Msg", "Input is not an Enum.").ToString();
			return true;
		}
	}

	return false;
}
void UK2Node_GetNumEnumEntries::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	if(NULL == Enum)
	{
		CompilerContext.MessageLog.Error(*FString::Printf(*NSLOCTEXT("K2Node", "GetNumEnumEntries_Error", "@@ must have a valid enum defined").ToString()), this);
		return;
	}

	// Force the enum to load its values if it hasn't already
	if (Enum->HasAnyFlags(RF_NeedLoad))
	{
		Enum->GetLinker()->Preload(Enum);
	}

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
	check(NULL != Schema);

	//MAKE LITERAL
	const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, MakeLiteralInt);
	UK2Node_CallFunction* MakeLiteralInt = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); 
	MakeLiteralInt->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(FunctionName));
	MakeLiteralInt->AllocateDefaultPins();

	//OPUTPUT PIN
	UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
	UEdGraphPin* NewReturnPin = MakeLiteralInt->GetReturnValuePin();
	check(NULL != NewReturnPin);
	CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);

	//INPUT PIN
	UEdGraphPin* InputPin = MakeLiteralInt->FindPinChecked(TEXT("Value"));
	check(EGPD_Input == InputPin->Direction);
	const FString DefaultValue = FString::FromInt(Enum->NumEnums() - 1);
	InputPin->DefaultValue = DefaultValue;

	BreakAllNodeLinks();
}
예제 #19
0
/**
 *	This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode.
 *	Several things are going on here:
 *		-Factory call to create proxy object (K2Node_BaseAsyncTask)
 *		-Task return delegates are created and hooked up (K2Node_BaseAsyncTask)
 *		-A BeginSpawn function is called on proxyu object (similiar to K2Node_SpawnActorFromClass)
 *		-BeginSpawn can choose to spawn or not spawn an actor (and return it)
 *			-If spawned:
 *				-SetVars are run on the newly spawned object (set expose on spawn variables - K2Node_SpawnActorFromClass)
 *				-FinishSpawn is called on the proxy object
 *				
 *				
 *	Also, a K2Node_SpawnActorFromClass could not be used directly here, since we want the proxy object to implement its own
 *	BeginSpawn/FinishSpawn function (custom game logic will often be performed in the native implementation). K2Node_SpawnActorFromClass also
 *	requires a SpawnTransform be wired into it, and in most ability task cases, the spawn transform is implied or not necessary.
 *	
 *	
 */
void UK2Node_LatentAbilityCall::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	bool validatedActorSpawn = ValidateActorSpawning(CompilerContext, false);
	bool validatedActorArraySpawn = ValidateActorArraySpawning(CompilerContext, false);

	UEdGraphPin* ClassPin = GetClassPin();
	if (ClassPin == nullptr)
	{
		// Nothing special about this task, just call super
		Super::ExpandNode(CompilerContext, SourceGraph);
		return;
	}

	UK2Node::ExpandNode(CompilerContext, SourceGraph);

	if (!validatedActorSpawn && !validatedActorArraySpawn)
	{
		ValidateActorSpawning(CompilerContext, true);
		ValidateActorArraySpawning(CompilerContext, true);
	}

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
	check(SourceGraph && Schema);
	bool bIsErrorFree = true;


	// ------------------------------------------------------------------------------------------
	// CREATE A CALL TO FACTORY THE PROXY OBJECT
	// ------------------------------------------------------------------------------------------
	UK2Node_CallFunction* const CallCreateProxyObjectNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
	CallCreateProxyObjectNode->FunctionReference.SetExternalMember(ProxyFactoryFunctionName, ProxyFactoryClass);
	CallCreateProxyObjectNode->AllocateDefaultPins();
	bIsErrorFree &= CompilerContext.MovePinLinksToIntermediate(*FindPinChecked(Schema->PN_Execute), *CallCreateProxyObjectNode->FindPinChecked(Schema->PN_Execute)).CanSafeConnect();
	for (auto CurrentPin : Pins)
	{
		if (FBaseAsyncTaskHelper::ValidDataPin(CurrentPin, EGPD_Input, Schema))
		{
			UEdGraphPin* DestPin = CallCreateProxyObjectNode->FindPin(CurrentPin->PinName); // match function inputs, to pass data to function from CallFunction node

			// NEW: if no DestPin, assume it is a Class Spawn PRoperty - not an error
			if (DestPin)
			{
				bIsErrorFree &= CompilerContext.CopyPinLinksToIntermediate(*CurrentPin, *DestPin).CanSafeConnect();
			}
		}
	}
	// ------------------------------------------------------------------------------------------
	// GATHER OUTPUT PARAMETERS AND PAIR THEM WITH LOCAL VARIABLES
	// ------------------------------------------------------------------------------------------
	TArray<FBaseAsyncTaskHelper::FOutputPinAndLocalVariable> VariableOutputs;
	for (auto CurrentPin : Pins)
	{
		if (FBaseAsyncTaskHelper::ValidDataPin(CurrentPin, EGPD_Output, Schema))
		{
			const FEdGraphPinType& PinType = CurrentPin->PinType;
			UK2Node_TemporaryVariable* TempVarOutput = CompilerContext.SpawnInternalVariable(
				this, PinType.PinCategory, PinType.PinSubCategory, PinType.PinSubCategoryObject.Get(), PinType.bIsArray);
			bIsErrorFree &= TempVarOutput->GetVariablePin() && CompilerContext.MovePinLinksToIntermediate(*CurrentPin, *TempVarOutput->GetVariablePin()).CanSafeConnect();
			VariableOutputs.Add(FBaseAsyncTaskHelper::FOutputPinAndLocalVariable(CurrentPin, TempVarOutput));
		}
	}

	// ------------------------------------------------------------------------------------------
	// FOR EACH DELEGATE DEFINE EVENT, CONNECT IT TO DELEGATE AND IMPLEMENT A CHAIN OF ASSIGMENTS
	// ------------------------------------------------------------------------------------------
	UEdGraphPin* LastThenPin = CallCreateProxyObjectNode->FindPinChecked(Schema->PN_Then);
	UEdGraphPin* const ProxyObjectPin = CallCreateProxyObjectNode->GetReturnValuePin();
	for (TFieldIterator<UMulticastDelegateProperty> PropertyIt(ProxyClass, EFieldIteratorFlags::ExcludeSuper); PropertyIt && bIsErrorFree; ++PropertyIt)
	{
		bIsErrorFree &= FBaseAsyncTaskHelper::HandleDelegateImplementation(*PropertyIt, VariableOutputs, ProxyObjectPin, LastThenPin, this, SourceGraph, CompilerContext);
	}

	if (CallCreateProxyObjectNode->FindPinChecked(Schema->PN_Then) == LastThenPin)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("MissingDelegateProperties", "BaseAsyncTask: Proxy has no delegates defined. @@").ToString(), this);
		return;
	}


	// ------------------------------------------------------------------------------------------
	// NEW: CREATE A CALL TO THE PRESPAWN FUNCTION, IF IT RETURNS TRUE, THEN WE WILL SPAWN THE NEW ACTOR
	// ------------------------------------------------------------------------------------------

	FName ProxyPrespawnFunctionName = validatedActorArraySpawn ? *FK2Node_LatentAbilityCallHelper::BeginSpawnArrayFuncName : *FK2Node_LatentAbilityCallHelper::BeginSpawnFuncName;
	UFunction* PreSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName);

	FName ProxyPostpawnFunctionName = validatedActorArraySpawn ? *FK2Node_LatentAbilityCallHelper::FinishSpawnArrayFuncName : *FK2Node_LatentAbilityCallHelper::FinishSpawnFuncName;
	UFunction* PostSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName);

	if (PreSpawnFunction == nullptr)
	{
		if (validatedActorArraySpawn)
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("MissingBeginSpawningActorArrayFunction", "AbilityTask: Proxy is missing BeginSpawningActorArray native function. @@").ToString(), this);
		}
		else
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("MissingBeginSpawningActorFunction", "AbilityTask: Proxy is missing BeginSpawningActor native function. @@").ToString(), this);
		}
		return;
	}

	if (PostSpawnFunction == nullptr)
	{
		if (validatedActorArraySpawn)
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("MissingFinishSpawningActorArrayFunction", "AbilityTask: Proxy is missing FinishSpawningActorArray native function. @@").ToString(), this);
		}
		else
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("MissingFinishSpawningActorFunction", "AbilityTask: Proxy is missing FinishSpawningActor native function. @@").ToString(), this);
		}
		return;
	}


	UK2Node_CallFunction* const CallPrespawnProxyObjectNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
	CallPrespawnProxyObjectNode->FunctionReference.SetExternalMember(ProxyPrespawnFunctionName, ProxyClass);
	CallPrespawnProxyObjectNode->AllocateDefaultPins();

	// Hook up the self connection
	UEdGraphPin* PrespawnCallSelfPin = Schema->FindSelfPin(*CallPrespawnProxyObjectNode, EGPD_Input);
	check(PrespawnCallSelfPin);

	bIsErrorFree &= Schema->TryCreateConnection(ProxyObjectPin, PrespawnCallSelfPin);

	// Hook up input parameters to PreSpawn
	for (auto CurrentPin : Pins)
	{
		if (FBaseAsyncTaskHelper::ValidDataPin(CurrentPin, EGPD_Input, Schema))
		{
			UEdGraphPin* DestPin = CallPrespawnProxyObjectNode->FindPin(CurrentPin->PinName);
			if (DestPin)
			{
				bIsErrorFree &= CompilerContext.CopyPinLinksToIntermediate(*CurrentPin, *DestPin).CanSafeConnect();
			}
		}
	}		

	// Hook the activate node up in the exec chain
	UEdGraphPin* PrespawnExecPin = CallPrespawnProxyObjectNode->FindPinChecked(Schema->PN_Execute);
	UEdGraphPin* PrespawnThenPin = CallPrespawnProxyObjectNode->FindPinChecked(Schema->PN_Then);
	UEdGraphPin* PrespawnReturnPin = CallPrespawnProxyObjectNode->FindPinChecked(Schema->PN_ReturnValue);
	UEdGraphPin* SpawnedActorReturnPin = CallPrespawnProxyObjectNode->FindPinChecked(FK2Node_LatentAbilityCallHelper::SpawnedActorPinName);

	bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, PrespawnExecPin);

	LastThenPin = PrespawnThenPin;

	// -------------------------------------------
	// Branch based on return value of Prespawn
	// -------------------------------------------
		
	UK2Node_IfThenElse* BranchNode = SourceGraph->CreateBlankNode<UK2Node_IfThenElse>();
	BranchNode->AllocateDefaultPins();
	CompilerContext.MessageLog.NotifyIntermediateObjectCreation(BranchNode, this);

	// Link return value of prespawn with the branch condtional
	bIsErrorFree &= Schema->TryCreateConnection(PrespawnReturnPin, BranchNode->GetConditionPin());

	// Link our Prespawn call to the branch node
	bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, BranchNode->GetExecPin());

	UEdGraphPin* BranchElsePin = BranchNode->GetElsePin();

	LastThenPin = BranchNode->GetThenPin();

	UClass* ClassToSpawn = GetClassToSpawn();
	if (validatedActorArraySpawn && ClassToSpawn)
	{
		//Branch for main loop control
		UK2Node_IfThenElse* Branch = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(this, SourceGraph);
		Branch->AllocateDefaultPins();

		//Create int Iterator
		UK2Node_TemporaryVariable* IteratorVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
		IteratorVar->VariableType.PinCategory = Schema->PC_Int;
		IteratorVar->AllocateDefaultPins();

		//Iterator assignment (initialization to zero)
		UK2Node_AssignmentStatement* IteratorInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
		IteratorInitialize->AllocateDefaultPins();
		IteratorInitialize->GetValuePin()->DefaultValue = TEXT("0");

		//Iterator assignment (incrementing)
		UK2Node_AssignmentStatement* IteratorAssign = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
		IteratorAssign->AllocateDefaultPins();

		//Increment iterator command
		UK2Node_CallFunction* Increment = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		Increment->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Add_IntInt")));
		Increment->AllocateDefaultPins();
		Increment->FindPinChecked(TEXT("B"))->DefaultValue = TEXT("1");

		//Array length
		UK2Node_CallArrayFunction* ArrayLength = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(this, SourceGraph);
		ArrayLength->SetFromFunction(UKismetArrayLibrary::StaticClass()->FindFunctionByName(TEXT("Array_Length")));
		ArrayLength->AllocateDefaultPins();

		//Array element retrieval
		UK2Node_CallArrayFunction* GetElement = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(this, SourceGraph);
		GetElement->SetFromFunction(UKismetArrayLibrary::StaticClass()->FindFunctionByName(TEXT("Array_Get")));
		GetElement->AllocateDefaultPins();

		//Check node for iterator versus array length
		UK2Node_CallFunction* Condition = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		Condition->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Less_IntInt")));
		Condition->AllocateDefaultPins();

		//Connections to set up the loop
		UEdGraphSchema_K2 const* const K2Schema = Cast<const UEdGraphSchema_K2>(Schema);
		bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, IteratorInitialize->GetExecPin());
		bIsErrorFree &= Schema->TryCreateConnection(IteratorVar->GetVariablePin(), IteratorInitialize->GetVariablePin());
		bIsErrorFree &= Schema->TryCreateConnection(IteratorInitialize->GetThenPin(), Branch->GetExecPin());
		bIsErrorFree &= Schema->TryCreateConnection(SpawnedActorReturnPin, ArrayLength->GetTargetArrayPin());
		bIsErrorFree &= Schema->TryCreateConnection(Condition->GetReturnValuePin(), Branch->GetConditionPin());
		bIsErrorFree &= Schema->TryCreateConnection(IteratorVar->GetVariablePin(), Condition->FindPinChecked(TEXT("A")));
		bIsErrorFree &= Schema->TryCreateConnection(ArrayLength->FindPin(K2Schema->PN_ReturnValue), Condition->FindPinChecked(TEXT("B")));

		//Connections to establish loop iteration
		bIsErrorFree &= Schema->TryCreateConnection(IteratorVar->GetVariablePin(), Increment->FindPinChecked(TEXT("A")));
		bIsErrorFree &= Schema->TryCreateConnection(IteratorVar->GetVariablePin(), IteratorAssign->GetVariablePin());
		bIsErrorFree &= Schema->TryCreateConnection(Increment->GetReturnValuePin(), IteratorAssign->GetValuePin());
		bIsErrorFree &= Schema->TryCreateConnection(IteratorAssign->GetThenPin(), Branch->GetExecPin());

		//This is the inner loop
		LastThenPin = Branch->GetThenPin();		//Connect the loop branch to the spawn-assignment code block
		bIsErrorFree &= Schema->TryCreateConnection(SpawnedActorReturnPin, GetElement->GetTargetArrayPin());
		bIsErrorFree &= Schema->TryCreateConnection(IteratorVar->GetVariablePin(), GetElement->FindPinChecked(K2Schema->PN_Index));
		bIsErrorFree &= ConnectSpawnProperties(ClassToSpawn, Schema, CompilerContext, SourceGraph, LastThenPin, GetElement->FindPinChecked(K2Schema->PN_Item));		//Last argument is the array element
		bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, IteratorAssign->GetExecPin());		//Connect the spawn-assignment code block to the iterator increment
		
		//Finish by providing the proper path out
		LastThenPin = Branch->GetElsePin();
	}

	// -------------------------------------------
	// Set spawn variables
	//  Borrowed heavily from FKismetCompilerUtilities::GenerateAssignmentNodes
	// -------------------------------------------
	
	if (validatedActorSpawn && ClassToSpawn)
	{
		bIsErrorFree &= ConnectSpawnProperties(ClassToSpawn, Schema, CompilerContext, SourceGraph, LastThenPin, SpawnedActorReturnPin);
	}
	
	// -------------------------------------------
	// Call FinishSpawning
	// -------------------------------------------

	UK2Node_CallFunction* const CallPostSpawnnProxyObjectNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
	CallPostSpawnnProxyObjectNode->FunctionReference.SetExternalMember(ProxyPostpawnFunctionName, ProxyClass);
	CallPostSpawnnProxyObjectNode->AllocateDefaultPins();

	// Hook up the self connection
	UEdGraphPin* PostspawnCallSelfPin = Schema->FindSelfPin(*CallPostSpawnnProxyObjectNode, EGPD_Input);
	check(PostspawnCallSelfPin);

	bIsErrorFree &= Schema->TryCreateConnection(ProxyObjectPin, PostspawnCallSelfPin);

	// Link our Postspawn call in
	bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, CallPostSpawnnProxyObjectNode->FindPinChecked(Schema->PN_Execute));

	// Hook up any other input parameters to PostSpawn
	for (auto CurrentPin : Pins)
	{
		if (FBaseAsyncTaskHelper::ValidDataPin(CurrentPin, EGPD_Input, Schema))
		{
			UEdGraphPin* DestPin = CallPostSpawnnProxyObjectNode->FindPin(CurrentPin->PinName);
			if (DestPin)
			{
				bIsErrorFree &= CompilerContext.CopyPinLinksToIntermediate(*CurrentPin, *DestPin).CanSafeConnect();
			}
		}
	}


	UEdGraphPin* InSpawnedActorPin = CallPostSpawnnProxyObjectNode->FindPin(TEXT("SpawnedActor"));
	if (InSpawnedActorPin == nullptr)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("MissingSpawnedActorInputPin", "AbilityTask: Proxy is missing SpawnedActor input pin in FinishSpawningActor. @@").ToString(), this);
		return;
	}

	bIsErrorFree &= Schema->TryCreateConnection(SpawnedActorReturnPin, InSpawnedActorPin);

	LastThenPin = CallPostSpawnnProxyObjectNode->FindPinChecked(Schema->PN_Then);


	// Move the connections from the original node then pin to the last internal then pin
	bIsErrorFree &= CompilerContext.MovePinLinksToIntermediate(*FindPinChecked(Schema->PN_Then), *LastThenPin).CanSafeConnect();
	bIsErrorFree &= CompilerContext.CopyPinLinksToIntermediate(*LastThenPin, *BranchElsePin).CanSafeConnect();
	
	if (!bIsErrorFree)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("InternalConnectionError", "BaseAsyncTask: Internal connection error. @@").ToString(), this);
	}

	// Make sure we caught everything
	BreakAllNodeLinks();
}
void UGameplayTagsK2Node_LiteralGameplayTag::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	// Get The input and output pins to our node
	UEdGraphPin* TagInPin = FindPin(TEXT("TagIn"));
	UEdGraphPin* TagOutPin = FindPinChecked(Schema->PN_ReturnValue);

	// Create a Make Struct
	UK2Node_MakeStruct* MakeStructNode = SourceGraph->CreateBlankNode<UK2Node_MakeStruct>();
	MakeStructNode->StructType = FGameplayTagContainer::StaticStruct();
	MakeStructNode->AllocateDefaultPins();

	// Create a Make Array
	UK2Node_MakeArray* MakeArrayNode = SourceGraph->CreateBlankNode<UK2Node_MakeArray>();
	MakeArrayNode->AllocateDefaultPins();
		
	// Connect the output of our MakeArray to the Input of our MakeStruct so it sets the Array Type
	UEdGraphPin* InPin = MakeStructNode->FindPin( TEXT("GameplayTags") );
	if( InPin )
	{
		InPin->MakeLinkTo( MakeArrayNode->GetOutputPin() );
	}

	// Add the FName Values to the MakeArray input pins
	UEdGraphPin* ArrayInputPin = NULL;
	FString TagString = TagInPin->GetDefaultAsString();

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

		FString ReadTag;
		FString Remainder;
		int32 MakeIndex = 0;
		while( TagString.Split( TEXT(","), &ReadTag, &Remainder ) ) 
		{
			TagString = Remainder;

			ArrayInputPin = MakeArrayNode->FindPin( FString::Printf( TEXT("[%d]"), MakeIndex ) );
			ArrayInputPin->PinType.PinCategory = TEXT("struct");
			ArrayInputPin->PinType.PinSubCategoryObject = FGameplayTag::StaticStruct();
			ArrayInputPin->DefaultValue = ReadTag;

			MakeIndex++;
			MakeArrayNode->AddInputPin();
		}
		if( Remainder.IsEmpty() )
		{
			Remainder = TagString;
		}
		if( !Remainder.IsEmpty() )
		{
			ArrayInputPin = MakeArrayNode->FindPin( FString::Printf( TEXT("[%d]"), MakeIndex ) );
			ArrayInputPin->PinType.PinCategory = TEXT("struct");
			ArrayInputPin->PinType.PinSubCategoryObject = FGameplayTag::StaticStruct();
			ArrayInputPin->DefaultValue = Remainder;

			MakeArrayNode->PostReconstructNode();
		}
		else
		{
			MakeArrayNode->RemoveInputPin(MakeArrayNode->FindPin(TEXT("[0]")));
			MakeArrayNode->PostReconstructNode();
		}
	}
	else
	{
		MakeArrayNode->RemoveInputPin(MakeArrayNode->FindPin(TEXT("[0]")));
		MakeArrayNode->PostReconstructNode();
	}

	// Move the Output of the MakeArray to the Output of our node
	UEdGraphPin* OutPin = MakeStructNode->FindPin( MakeStructNode->StructType->GetName() );
	if( OutPin && TagOutPin )
	{
		OutPin->PinType = TagOutPin->PinType; // Copy type so it uses the right actor subclass
		CompilerContext.MovePinLinksToIntermediate(*TagOutPin, *OutPin);
	}

	// Break any links to the expanded node
	BreakAllNodeLinks();
}
예제 #21
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UEdGraphPin* UK2Node_SpawnActor::GetNoCollisionFailPin()const
{
	UEdGraphPin* Pin = FindPinChecked(NoCollisionFailPinName);
	check(Pin->Direction == EGPD_Input);
	return Pin;
}
예제 #22
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UEdGraphPin* UK2Node_SpawnActor::GetSpawnTransformPin()const
{
	UEdGraphPin* Pin = FindPinChecked(SpawnTransformPinName);
	check(Pin->Direction == EGPD_Input);
	return Pin;
}
UEdGraphPin* UK2Node_ClassDynamicCast::GetCastSourcePin() const
{
	UEdGraphPin* Pin = FindPinChecked(FClassDynamicCastHelper::GetClassToCastName());
	check(Pin->Direction == EGPD_Input);
	return Pin;
}
UEdGraphPin* UK2Node_PureAssignmentStatement::GetValuePin() const
{
	return FindPinChecked(ValuePinName);
}
예제 #25
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UEdGraphPin *UK2Node_LiveEditObject::GetClampMaxPin() const
{
	UEdGraphPin *Pin = FindPinChecked( UK2Node_LiveEditObjectStatics::ClampMaxPinName );
	check(Pin->Direction == EGPD_Input);
	return Pin;
}
예제 #26
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UEdGraphPin *UK2Node_LiveEditObject::GetOnMidiInputPin() const
{
	UEdGraphPin *Pin = FindPinChecked( UK2Node_LiveEditObjectStatics::EventPinName );
	check(Pin->Direction == EGPD_Output);
	return Pin;
}
예제 #27
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UEdGraphPin *UK2Node_LiveEditObject::GetPermittedBindingsPin() const
{
	UEdGraphPin *Pin = FindPinChecked( UK2Node_LiveEditObjectStatics::PermittedBindingsPinName );
	check(Pin->Direction == EGPD_Input);
	return Pin;
}
UEdGraphPin* UK2Node_TransitionRuleGetter::GetOutputPin() const
{
	return FindPinChecked(TEXT("Output"));
}
void UK2Node_PlayMovieScene::PinConnectionListChanged( UEdGraphPin* InPin )
{
	// Call parent implementation
	Super::PostReconstructNode();

	// @todo sequencer: What about the "default" value for the pin?  Right now we don't do anything with that.  Might feel buggy.
	//			--> Actually, we can't use that yet because Actor references won't be fixed up for PIE except for literals

	CreateBindingsIfNeeded();

	// Update the MovieScene bindings for any changes that were made to the node
	// @todo sequencer: Only a single incoming Pin is changing, but we're refreshing all pin states here.  Could be simplified
	bool bAnyBindingsChanged = false;
	{
		auto& BoundObjects = MovieSceneBindings->GetBoundObjects();
		for( auto BoundObjectIter( BoundObjects.CreateIterator() ); BoundObjectIter; ++BoundObjectIter )
		{
			auto& BoundObject = *BoundObjectIter;

			TArray< UObject* > OtherObjects;

			// Find the pin that goes with this object
			auto* Pin = FindPinChecked( BoundObject.GetPossessableGuid().ToString( EGuidFormats::DigitsWithHyphens ) );

			// Is the pin even linked to anything?
			if( Pin->LinkedTo.Num() > 0 )
			{
				// @todo sequencer major: Add support for multiple connections to a single input pin to be treated as an "unordered array"
				for( auto OtherPinIter( Pin->LinkedTo.CreateIterator() ); OtherPinIter; ++OtherPinIter )
				{
					auto* OtherPin = *OtherPinIter;
					if( OtherPin != NULL )
					{
						// Look for an object bound to a literal.  We can use these for scrub preview in the editor!
						UK2Node_Literal* OtherLiteralPin = Cast< UK2Node_Literal >( OtherPin->GetOwningNode() );
						if( OtherLiteralPin != NULL )
						{
							// @todo sequencer: Because we only recognize object literals, any dynamically bound actor won't be scrubable
							//   in the editor.  Maybe we should support a "preview actor" that can be hooked up just for scrubbing and puppeting?
							//  ==> Maybe use the pin's default value as the preview actor, even when overridden with a dynamically spawned actor?
							UObject* OtherObject = OtherLiteralPin->GetObjectRef();
							if ( OtherObject != NULL )
							{
								OtherObjects.Add( OtherObject );
							}							
						}
					}
				}
			}

			// Update our bindings to match the state of the node
			if( BoundObject.GetObjects() != OtherObjects )	// @todo sequencer: Kind of weird to compare entire array (order change shouldn't cause us to invalidate).  Change to a set compare?
			{
				// @todo sequencer: No type checking is happening here.  Should we? (interactive during pin drag?)
				Modify();
				BoundObject.SetObjects( OtherObjects );

				bAnyBindingsChanged = true;
			}
		}
	}

	if( bAnyBindingsChanged )
	{
		OnBindingsChangedEvent.Broadcast();
	}
}
UEdGraphPin* UK2Node_PlayMovieScene::GetPlayPin() const
{
	UEdGraphPin* Pin = FindPinChecked( PlayMovieScenePinNames::Play );
	check( Pin->Direction == EGPD_Input );
	return Pin;
}