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); } } }