예제 #1
0
// Reconcile other pin links:
//   - Links between nodes within the copied set are fine
//   - Links to nodes that were not copied need to be fixed up if the copy-paste was in the same graph or broken completely
// Call PostPasteNode on each node
void FEdGraphUtilities::PostProcessPastedNodes(TSet<UEdGraphNode*>& SpawnedNodes)
{
	// Run thru and fix up the node's pin links; they may point to invalid pins if the paste was to another graph
	for (TSet<UEdGraphNode*>::TIterator It(SpawnedNodes); It; ++It)
	{
		UEdGraphNode* Node = *It;
		UEdGraph* CurrentGraph = Node->GetGraph();

		for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
		{
			UEdGraphPin* ThisPin = Node->Pins[PinIndex];

			for (int32 LinkIndex = 0; LinkIndex < ThisPin->LinkedTo.Num(); )
			{
				UEdGraphPin* OtherPin = ThisPin->LinkedTo[LinkIndex];

				if (OtherPin == NULL)
				{
					// Totally bogus link
					ThisPin->LinkedTo.RemoveAtSwap(LinkIndex);
				}
				else if (!SpawnedNodes.Contains(OtherPin->GetOwningNode()))
				{
					// It's a link across the selection set, so it should be broken
					OtherPin->LinkedTo.RemoveSwap(ThisPin);
					ThisPin->LinkedTo.RemoveAtSwap(LinkIndex);
				}
				else if (!OtherPin->LinkedTo.Contains(ThisPin))
				{
					// The link needs to be reciprocal
					check(OtherPin->GetOwningNode()->GetGraph() == CurrentGraph);
					OtherPin->LinkedTo.Add(ThisPin);
					++LinkIndex;
				}
				else
				{
					// Everything seems fine but sanity check the graph
					check(OtherPin->GetOwningNode()->GetGraph() == CurrentGraph);
					++LinkIndex;
				}
			}
		}
	}

	// Give every node a chance to deep copy associated resources, etc...
	for (TSet<UEdGraphNode*>::TIterator It(SpawnedNodes); It; ++It)
	{
		UEdGraphNode* Node = *It;

		Node->PostPasteNode();
		Node->ReconstructNode();

		// Ensure we have RF_Transactional set on all pasted nodes, as its not copied in the T3D format
		Node->SetFlags(RF_Transactional);
	}
}
예제 #2
0
UEdGraphNode* UEdGraph::CreateNode( TSubclassOf<UEdGraphNode> NewNodeClass, bool bSelectNewNode/* = true*/ )
{
	UEdGraphNode* NewNode = NewObject<UEdGraphNode>(this, NewNodeClass, NAME_None, RF_Transactional);

	if (HasAnyFlags(RF_Transient))
	{
		NewNode->SetFlags(RF_Transient);
	}

	AddNode(NewNode, false, bSelectNewNode );
	return NewNode;
}
UEdGraphNode* FEdGraphSchemaAction_K2NewNode::CreateNode(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, class UK2Node* NodeTemplate, bool bSelectNewNode/* = true*/)
{
	// Smart pointer that handles fixup after potential node reconstruction
	FWeakGraphPinPtr FromPinPtr = FromPin;

	// Duplicate template node to create new node
	UEdGraphNode* ResultNode = DuplicateObject<UK2Node>(NodeTemplate, ParentGraph);
	ResultNode->SetFlags(RF_Transactional);

	ParentGraph->AddNode(ResultNode, true, bSelectNewNode);

	ResultNode->CreateNewGuid();
	ResultNode->PostPlacedNewNode();
	ResultNode->AllocateDefaultPins();

	// For input pins, new node will generally overlap node being dragged off
	// Work out if we want to visually push away from connected node
	int32 XLocation = Location.X;
	if (FromPinPtr.IsValid() && FromPinPtr->Direction == EGPD_Input)
	{
		UEdGraphNode* PinNode = FromPinPtr->GetOwningNode();
		const float XDelta = FMath::Abs(PinNode->NodePosX - Location.X);

		if (XDelta < NodeDistance)
		{
			// Set location to edge of current node minus the max move distance
			// to force node to push off from connect node enough to give selection handle
			XLocation = PinNode->NodePosX - NodeDistance;
		}
	}
	ResultNode->NodePosX = XLocation;
	ResultNode->NodePosY = Location.Y;
	ResultNode->SnapToGrid(SNAP_GRID);

	// make sure to auto-wire after we position the new node (in case the 
	// auto-wire creates a conversion node to put between them)
	ResultNode->AutowireNewNode(FromPinPtr);

	// Update Analytics for the new nodes
	FBlueprintEditorUtils::AnalyticsTrackNewNode( ResultNode );
	// NOTE: At this point the node may have been reconstructed, depending on node type!

	return ResultNode;
}
예제 #4
0
UEdGraphNode* FEdGraphSchemaAction_NewNode::CreateNode(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, class UEdGraphNode* NodeTemplate)
{
	// Duplicate template node to create new node
	UEdGraphNode* ResultNode = NULL;

#if WITH_EDITOR
	ResultNode = DuplicateObject<UEdGraphNode>(NodeTemplate, ParentGraph);
	ResultNode->SetFlags(RF_Transactional);

	ParentGraph->AddNode(ResultNode, true);

	ResultNode->CreateNewGuid();
	ResultNode->PostPlacedNewNode();
	ResultNode->AllocateDefaultPins();
	ResultNode->AutowireNewNode(FromPin);

	// For input pins, new node will generally overlap node being dragged off
	// Work out if we want to visually push away from connected node
	int32 XLocation = Location.X;
	if (FromPin && FromPin->Direction == EGPD_Input)
	{
		UEdGraphNode* PinNode = FromPin->GetOwningNode();
		const float XDelta = FMath::Abs(PinNode->NodePosX - Location.X);

		if (XDelta < NodeDistance)
		{
			// Set location to edge of current node minus the max move distance
			// to force node to push off from connect node enough to give selection handle
			XLocation = PinNode->NodePosX - NodeDistance;
		}
	}

	ResultNode->NodePosX = XLocation;
	ResultNode->NodePosY = Location.Y;
	ResultNode->SnapToGrid(SNAP_GRID);
#endif // WITH_EDITOR

	return ResultNode;
}
UEdGraphNode* FEdGraphSchemaAction_NewStateNode::PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode/* = true*/)
{
    UEdGraphNode* ResultNode = NULL;

    // If there is a template, we actually use it
    if (NodeTemplate != NULL)
    {
        const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "K2_AddNode", "Add Node") );
        ParentGraph->Modify();
        if (FromPin)
        {
            FromPin->Modify();
        }

        // set outer to be the graph so it doesn't go away
        NodeTemplate->Rename(NULL, ParentGraph);
        ParentGraph->AddNode(NodeTemplate, true, bSelectNewNode);

        NodeTemplate->CreateNewGuid();
        NodeTemplate->PostPlacedNewNode();
        NodeTemplate->AllocateDefaultPins();
        NodeTemplate->AutowireNewNode(FromPin);

        NodeTemplate->NodePosX = Location.X;
        NodeTemplate->NodePosY = Location.Y;
        //@TODO: ANIM: SNAP_GRID isn't centralized or exposed - NodeTemplate->SnapToGrid(SNAP_GRID);

        ResultNode = NodeTemplate;

        ResultNode->SetFlags(RF_Transactional);

        UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraphChecked(ParentGraph);
        FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(Blueprint);
    }

    return ResultNode;
}