void FPersonaModule::OnNewBlueprintCreated(UBlueprint* InBlueprint) { if (ensure(InBlueprint->UbergraphPages.Num() > 0)) { UEdGraph* EventGraph = InBlueprint->UbergraphPages[0]; int32 SafeXPosition = 0; int32 SafeYPosition = 0; if (EventGraph->Nodes.Num() != 0) { SafeXPosition = EventGraph->Nodes[0]->NodePosX; SafeYPosition = EventGraph->Nodes[EventGraph->Nodes.Num() - 1]->NodePosY + EventGraph->Nodes[EventGraph->Nodes.Num() - 1]->NodeHeight + 100; } // add try get owner node UK2Node_CallFunction* GetOwnerNode = NewObject<UK2Node_CallFunction>(EventGraph); UFunction* MakeNodeFunction = UAnimInstance::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UAnimInstance, TryGetPawnOwner)); GetOwnerNode->CreateNewGuid(); GetOwnerNode->PostPlacedNewNode(); GetOwnerNode->SetFromFunction(MakeNodeFunction); GetOwnerNode->SetFlags(RF_Transactional); GetOwnerNode->AllocateDefaultPins(); GetOwnerNode->NodePosX = SafeXPosition; GetOwnerNode->NodePosY = SafeYPosition; UEdGraphSchema_K2::SetNodeMetaData(GetOwnerNode, FNodeMetadata::DefaultGraphNode); GetOwnerNode->bIsNodeEnabled = false; EventGraph->AddNode(GetOwnerNode); } }
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 UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); // Get The input and output pins to our node UEdGraphPin* InPinSwitch = FindPin(TEXT("Gameplay Tag Container")); UEdGraphPin* InPinContainerMatchType = FindPin(TEXT("Tag Container Match Type")); UEdGraphPin* InPinTagsMatchType = FindPin(TEXT("Tags Match Type")); // For Each Pin Compare against the Tag container for (int32 Index = 0; Index < NumberOfPins; ++Index) { FString InPinName = TEXT("TagCase_") + FString::FormatAsNumber(Index); FString OutPinName = TEXT("Case_") + FString::FormatAsNumber(Index) + TEXT(" True"); UEdGraphPin* InPinCase = FindPin(InPinName); UEdGraphPin* OutPinCase = FindPin(OutPinName); // Create call function node for the Compare function HasAllMatchingGameplayTags UK2Node_CallFunction* PinCallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); const UFunction* Function = UBlueprintGameplayTagLibrary::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UBlueprintGameplayTagLibrary, DoesContainerHaveTag)); PinCallFunction->SetFromFunction(Function); PinCallFunction->AllocateDefaultPins(); UEdGraphPin *TagContainerPin = PinCallFunction->FindPinChecked(FString(TEXT("TagContainer"))); CompilerContext.CopyPinLinksToIntermediate(*InPinSwitch, *TagContainerPin); UEdGraphPin *TagPin = PinCallFunction->FindPinChecked(FString(TEXT("Tag"))); CompilerContext.MovePinLinksToIntermediate(*InPinCase, *TagPin); UEdGraphPin *ContainerTagsMatchTypePin = PinCallFunction->FindPinChecked(FString(TEXT("ContainerTagsMatchType"))); CompilerContext.CopyPinLinksToIntermediate(*InPinContainerMatchType, *ContainerTagsMatchTypePin); UEdGraphPin *TagMatchTypePin = PinCallFunction->FindPinChecked(FString(TEXT("TagMatchType"))); CompilerContext.CopyPinLinksToIntermediate(*InPinTagsMatchType, *TagMatchTypePin); UEdGraphPin *OutPin = PinCallFunction->FindPinChecked(K2Schema->PN_ReturnValue); if (OutPinCase && OutPin) { OutPin->PinType = OutPinCase->PinType; // Copy type so it uses the right actor subclass CompilerContext.MovePinLinksToIntermediate(*OutPinCase, *OutPin); } } // Break any links to the expanded node BreakAllNodeLinks(); }
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_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(); }
/** * 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(); }
bool UK2Node_LatentAbilityCall::ConnectSpawnProperties(UClass* ClassToSpawn, const UEdGraphSchema_K2* Schema, class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorReturnPin) { bool bIsErrorFree = true; for (auto SpawnVarPin : SpawnParmPins) { const bool bHasDefaultValue = !SpawnVarPin->DefaultValue.IsEmpty() || !SpawnVarPin->DefaultTextValue.IsEmpty() || SpawnVarPin->DefaultObject; if (SpawnVarPin->LinkedTo.Num() > 0 || bHasDefaultValue) { if (SpawnVarPin->LinkedTo.Num() == 0) { UProperty* Property = FindField<UProperty>(ClassToSpawn, *SpawnVarPin->PinName); // NULL property indicates that this pin was part of the original node, not the // class we're assigning to: if (!Property) { continue; } if (ClassToSpawn->ClassDefaultObject != nullptr) { // We don't want to generate an assignment node unless the default value // differs from the value in the CDO: FString DefaultValueAsString; FBlueprintEditorUtils::PropertyValueToString(Property, (uint8*)ClassToSpawn->ClassDefaultObject, DefaultValueAsString); if (DefaultValueAsString == SpawnVarPin->DefaultValue) { continue; } } } UFunction* SetByNameFunction = Schema->FindSetVariableByNameFunction(SpawnVarPin->PinType); if (SetByNameFunction) { UK2Node_CallFunction* SetVarNode = NULL; if (SpawnVarPin->PinType.bIsArray) { SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(this, SourceGraph); } else { SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); } SetVarNode->SetFromFunction(SetByNameFunction); SetVarNode->AllocateDefaultPins(); // Connect this node into the exec chain bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, SetVarNode->GetExecPin()); LastThenPin = SetVarNode->GetThenPin(); static FString ObjectParamName = FString(TEXT("Object")); static FString ValueParamName = FString(TEXT("Value")); static FString PropertyNameParamName = FString(TEXT("PropertyName")); // Connect the new actor to the 'object' pin UEdGraphPin* ObjectPin = SetVarNode->FindPinChecked(ObjectParamName); SpawnedActorReturnPin->MakeLinkTo(ObjectPin); // Fill in literal for 'property name' pin - name of pin is property name UEdGraphPin* PropertyNamePin = SetVarNode->FindPinChecked(PropertyNameParamName); PropertyNamePin->DefaultValue = SpawnVarPin->PinName; UEdGraphPin* ValuePin = SetVarNode->FindPinChecked(ValueParamName); if (SpawnVarPin->LinkedTo.Num() == 0 && SpawnVarPin->DefaultValue != FString() && SpawnVarPin->PinType.PinCategory == Schema->PC_Byte && SpawnVarPin->PinType.PinSubCategoryObject.IsValid() && SpawnVarPin->PinType.PinSubCategoryObject->IsA<UEnum>()) { // Pin is an enum, we need to alias the enum value to an int: UK2Node_EnumLiteral* EnumLiteralNode = CompilerContext.SpawnIntermediateNode<UK2Node_EnumLiteral>(this, SourceGraph); EnumLiteralNode->Enum = CastChecked<UEnum>(SpawnVarPin->PinType.PinSubCategoryObject.Get()); EnumLiteralNode->AllocateDefaultPins(); EnumLiteralNode->FindPinChecked(Schema->PN_ReturnValue)->MakeLinkTo(ValuePin); UEdGraphPin* InPin = EnumLiteralNode->FindPinChecked(UK2Node_EnumLiteral::GetEnumInputPinName()); InPin->DefaultValue = SpawnVarPin->DefaultValue; } else { // Move connection from the variable pin on the spawn node to the 'value' pin CompilerContext.MovePinLinksToIntermediate(*SpawnVarPin, *ValuePin); SetVarNode->PinConnectionListChanged(ValuePin); } } } } return bIsErrorFree; }
void UK2Node_VariableGet::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); // Do not attempt to expand the node when not a pure get nor when there is no property. Normal compilation error detection will detect the missing property. if (!bIsPureGet && GetPropertyForVariable() != nullptr) { const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema(); UEdGraphPin* ValuePin = GetValuePin(); // Impure Get nodes convert into three nodes: // 1. A pure Get node // 2. An IsValid node // 3. A Branch node (only impure part // Create the impure Get node UK2Node_VariableGet* VariableGetNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph); VariableGetNode->VariableReference = VariableReference; VariableGetNode->AllocateDefaultPins(); CompilerContext.MessageLog.NotifyIntermediateObjectCreation(VariableGetNode, this); // Move pin links from Get node we are expanding, to the new pure one we've created CompilerContext.MovePinLinksToIntermediate(*ValuePin, *VariableGetNode->GetValuePin()); if (!VariableReference.IsLocalScope()) { CompilerContext.MovePinLinksToIntermediate(*FindPin(Schema->PN_Self), *VariableGetNode->FindPin(Schema->PN_Self)); } // Create the IsValid node UK2Node_CallFunction* IsValidFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); // Based on if the type is an "Object" or a "Class" changes which function to use if (ValuePin->PinType.PinCategory == UObject::StaticClass()->GetName()) { IsValidFunction->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetSystemLibrary, IsValid))); } else if (ValuePin->PinType.PinCategory == UClass::StaticClass()->GetName()) { IsValidFunction->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetSystemLibrary, IsValidClass))); } IsValidFunction->AllocateDefaultPins(); CompilerContext.MessageLog.NotifyIntermediateObjectCreation(IsValidFunction, this); // Connect the value pin from the new Get node to the IsValid UEdGraphPin* ObjectPin = IsValidFunction->Pins[1]; check(ObjectPin->Direction == EGPD_Input); ObjectPin->MakeLinkTo(VariableGetNode->GetValuePin()); // Create the Branch node UK2Node_IfThenElse* BranchNode = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(this, SourceGraph); BranchNode->AllocateDefaultPins(); CompilerContext.MessageLog.NotifyIntermediateObjectCreation(BranchNode, this); // Connect the bool output pin from IsValid node to the Branch node UEdGraphPin* BoolPin = IsValidFunction->Pins[2]; check(BoolPin->Direction == EGPD_Output); BoolPin->MakeLinkTo(BranchNode->GetConditionPin()); // Connect the Branch node to the input of the impure Get node CompilerContext.MovePinLinksToIntermediate(*GetExecPin(), *BranchNode->GetExecPin()); // Move the two Branch pins to the Branch node CompilerContext.MovePinLinksToIntermediate(*FindPin(Schema->PN_Then), *BranchNode->FindPin(Schema->PN_Then)); CompilerContext.MovePinLinksToIntermediate(*FindPin(Schema->PN_Else), *BranchNode->FindPin(Schema->PN_Else)); BreakAllNodeLinks(); } }
void UK2Node_SpawnActor::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); if (CompilerContext.bIsFullCompile) { static FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginSpawningActorFromBlueprint); static FString BlueprintParamName = FString(TEXT("Blueprint")); static FString WorldContextParamName = FString(TEXT("WorldContextObject")); static FName FinishSpawningFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, FinishSpawningActor); static FString ActorParamName = FString(TEXT("Actor")); static FString TransformParamName = FString(TEXT("SpawnTransform")); static FString NoCollisionFailParamName = FString(TEXT("bNoCollisionFail")); static FString ObjectParamName = FString(TEXT("Object")); static FString ValueParamName = FString(TEXT("Value")); static FString PropertyNameParamName = FString(TEXT("PropertyName")); const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema(); UEdGraphPin* SpawnNodeExec = GetExecPin(); UEdGraphPin* SpawnNodeTransform = GetSpawnTransformPin(); UEdGraphPin* SpawnNodeNoCollisionFail = GetNoCollisionFailPin(); UEdGraphPin* SpawnWorldContextPin = GetWorldContextPin(); UEdGraphPin* SpawnBlueprintPin = GetBlueprintPin(); UEdGraphPin* SpawnNodeThen = GetThenPin(); UEdGraphPin* SpawnNodeResult = GetResultPin(); UBlueprint* SpawnBlueprint = NULL; if(SpawnBlueprintPin != NULL) { SpawnBlueprint = Cast<UBlueprint>(SpawnBlueprintPin->DefaultObject); } if(0 == SpawnBlueprintPin->LinkedTo.Num()) { if(NULL == SpawnBlueprint) { CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingBlueprint_Error", "Spawn node @@ must have a blueprint specified.").ToString(), this); // we break exec links so this is the only error we get, don't want the SpawnActor node being considered and giving 'unexpected node' type warnings BreakAllNodeLinks(); return; } // check if default blueprint is based on Actor const UClass* GeneratedClass = SpawnBlueprint->GeneratedClass; bool bInvalidBase = GeneratedClass && !GeneratedClass->IsChildOf(AActor::StaticClass()); const UClass* SkeletonGeneratedClass = Cast<UClass>(SpawnBlueprint->SkeletonGeneratedClass); bInvalidBase |= SkeletonGeneratedClass && !SkeletonGeneratedClass->IsChildOf(AActor::StaticClass()); if(bInvalidBase) { CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeInvalidBlueprint_Error", "Spawn node @@ must have a blueprint based on Actor specified.").ToString(), this); // we break exec links so this is the only error we get, don't want the SpawnActor node being considered and giving 'unexpected node' type warnings BreakAllNodeLinks(); return; } } ////////////////////////////////////////////////////////////////////////// // create 'begin spawn' call node UK2Node_CallFunction* CallBeginSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); CallBeginSpawnNode->FunctionReference.SetExternalMember(BeginSpawningBlueprintFuncName, UGameplayStatics::StaticClass()); CallBeginSpawnNode->AllocateDefaultPins(); UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin(); UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName); UEdGraphPin* CallBeginBlueprintPin = CallBeginSpawnNode->FindPinChecked(BlueprintParamName); UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName); UEdGraphPin* CallBeginNoCollisionFail = CallBeginSpawnNode->FindPinChecked(NoCollisionFailParamName); UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin(); // Move 'exec' connection from spawn node to 'begin spawn' CompilerContext.MovePinLinksToIntermediate(*SpawnNodeExec, *CallBeginExec); if(SpawnBlueprintPin->LinkedTo.Num() > 0) { // Copy the 'blueprint' connection from the spawn node to 'begin spawn' CompilerContext.MovePinLinksToIntermediate(*SpawnBlueprintPin, *CallBeginBlueprintPin); } else { // Copy blueprint literal onto begin spawn call CallBeginBlueprintPin->DefaultObject = SpawnBlueprint; } // Copy the world context connection from the spawn node to 'begin spawn' if necessary if (SpawnWorldContextPin) { CompilerContext.MovePinLinksToIntermediate(*SpawnWorldContextPin, *CallBeginWorldContextPin); } // Copy the 'transform' connection from the spawn node to 'begin spawn' CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform); // Copy the 'bNoCollisionFail' connection from the spawn node to 'begin spawn' CompilerContext.MovePinLinksToIntermediate(*SpawnNodeNoCollisionFail, *CallBeginNoCollisionFail); ////////////////////////////////////////////////////////////////////////// // create 'finish spawn' call node UK2Node_CallFunction* CallFinishSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); CallFinishSpawnNode->FunctionReference.SetExternalMember(FinishSpawningFuncName, UGameplayStatics::StaticClass()); CallFinishSpawnNode->AllocateDefaultPins(); UEdGraphPin* CallFinishExec = CallFinishSpawnNode->GetExecPin(); UEdGraphPin* CallFinishThen = CallFinishSpawnNode->GetThenPin(); UEdGraphPin* CallFinishActor = CallFinishSpawnNode->FindPinChecked(ActorParamName); UEdGraphPin* CallFinishTransform = CallFinishSpawnNode->FindPinChecked(TransformParamName); UEdGraphPin* CallFinishResult = CallFinishSpawnNode->GetReturnValuePin(); // Move 'then' connection from spawn node to 'finish spawn' CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *CallFinishThen); // Copy transform connection CompilerContext.CopyPinLinksToIntermediate(*CallBeginTransform, *CallFinishTransform); // Connect output actor from 'begin' to 'finish' CallBeginResult->MakeLinkTo(CallFinishActor); // Move result connection from spawn node to 'finish spawn' CallFinishResult->PinType = SpawnNodeResult->PinType; // Copy type so it uses the right actor subclass CompilerContext.MovePinLinksToIntermediate(*SpawnNodeResult, *CallFinishResult); ////////////////////////////////////////////////////////////////////////// // create 'set var' nodes // Get 'result' pin from 'begin spawn', this is the actual actor we want to set properties on UK2Node_CallFunction* LastNode = CallBeginSpawnNode; // Create 'set var by name' nodes and hook them up for(int32 PinIdx=0; PinIdx < Pins.Num(); PinIdx++) { // Only create 'set param by name' node if this pin is linked to something UEdGraphPin* SpawnVarPin = Pins[PinIdx]; if(SpawnVarPin->LinkedTo.Num() > 0) { UFunction* SetByNameFunction = Schema->FindSetVariableByNameFunction(SpawnVarPin->PinType); if(SetByNameFunction) { UK2Node_CallFunction* SetVarNode = NULL; if(SpawnVarPin->PinType.bIsArray) { SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(this, SourceGraph); } else { SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); } SetVarNode->SetFromFunction(SetByNameFunction); SetVarNode->AllocateDefaultPins(); // Connect this node into the exec chain UEdGraphPin* LastThen = LastNode->GetThenPin(); UEdGraphPin* SetVarExec = SetVarNode->GetExecPin(); LastThen->MakeLinkTo(SetVarExec); // Connect the new actor to the 'object' pin UEdGraphPin* ObjectPin = SetVarNode->FindPinChecked(ObjectParamName); CallBeginResult->MakeLinkTo(ObjectPin); // Fill in literal for 'property name' pin - name of pin is property name UEdGraphPin* PropertyNamePin = SetVarNode->FindPinChecked(PropertyNameParamName); PropertyNamePin->DefaultValue = SpawnVarPin->PinName; // Move connection from the variable pin on the spawn node to the 'value' pin UEdGraphPin* ValuePin = SetVarNode->FindPinChecked(ValueParamName); CompilerContext.MovePinLinksToIntermediate(*SpawnVarPin, *ValuePin); if(SpawnVarPin->PinType.bIsArray) { SetVarNode->PinConnectionListChanged(ValuePin); } // Update 'last node in sequence' var LastNode = SetVarNode; } } } // Make exec connection between 'then' on last node and 'finish' UEdGraphPin* LastThen = LastNode->GetThenPin(); LastThen->MakeLinkTo(CallFinishExec); // Break any links to the expanded node BreakAllNodeLinks(); } }
bool BuildLoop(UK2Node* Node, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema(); check(Node && SourceGraph && Schema); bool bResult = true; // Create int Loop Counter UK2Node_TemporaryVariable* LoopCounterNode = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(Node, SourceGraph); LoopCounterNode->VariableType.PinCategory = Schema->PC_Int; LoopCounterNode->AllocateDefaultPins(); LoopCounterOutPin = LoopCounterNode->GetVariablePin(); check(LoopCounterOutPin); // Initialize loop counter UK2Node_AssignmentStatement* LoopCounterInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph); LoopCounterInitialize->AllocateDefaultPins(); LoopCounterInitialize->GetValuePin()->DefaultValue = TEXT("0"); bResult &= Schema->TryCreateConnection(LoopCounterOutPin, LoopCounterInitialize->GetVariablePin()); StartLoopExecInPin = LoopCounterInitialize->GetExecPin(); check(StartLoopExecInPin); // Create int Array Index UK2Node_TemporaryVariable* ArrayIndexNode = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(Node, SourceGraph); ArrayIndexNode->VariableType.PinCategory = Schema->PC_Int; ArrayIndexNode->AllocateDefaultPins(); ArrayIndexOutPin = ArrayIndexNode->GetVariablePin(); check(ArrayIndexOutPin); // Initialize array index UK2Node_AssignmentStatement* ArrayIndexInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph); ArrayIndexInitialize->AllocateDefaultPins(); ArrayIndexInitialize->GetValuePin()->DefaultValue = TEXT("0"); bResult &= Schema->TryCreateConnection(ArrayIndexOutPin, ArrayIndexInitialize->GetVariablePin()); bResult &= Schema->TryCreateConnection(LoopCounterInitialize->GetThenPin(), ArrayIndexInitialize->GetExecPin()); // Do loop branch UK2Node_IfThenElse* Branch = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(Node, SourceGraph); Branch->AllocateDefaultPins(); bResult &= Schema->TryCreateConnection(ArrayIndexInitialize->GetThenPin(), Branch->GetExecPin()); LoopCompleteOutExecPin = Branch->GetElsePin(); check(LoopCompleteOutExecPin); // Do loop condition UK2Node_CallFunction* Condition = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(Node, SourceGraph); Condition->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Less_IntInt"))); Condition->AllocateDefaultPins(); bResult &= Schema->TryCreateConnection(Condition->GetReturnValuePin(), Branch->GetConditionPin()); bResult &= Schema->TryCreateConnection(Condition->FindPinChecked(TEXT("A")), LoopCounterOutPin); LoopCounterLimitInPin = Condition->FindPinChecked(TEXT("B")); check(LoopCounterLimitInPin); // Array Index assigned UK2Node_AssignmentStatement* ArrayIndexAssign = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph); ArrayIndexAssign->AllocateDefaultPins(); bResult &= Schema->TryCreateConnection(Branch->GetThenPin(), ArrayIndexAssign->GetExecPin()); bResult &= Schema->TryCreateConnection(ArrayIndexAssign->GetVariablePin(), ArrayIndexOutPin); bResult &= Schema->TryCreateConnection(ArrayIndexAssign->GetValuePin(), LoopCounterOutPin); // body sequence UK2Node_ExecutionSequence* Sequence = CompilerContext.SpawnIntermediateNode<UK2Node_ExecutionSequence>(Node, SourceGraph); Sequence->AllocateDefaultPins(); bResult &= Schema->TryCreateConnection(ArrayIndexAssign->GetThenPin(), Sequence->GetExecPin()); InsideLoopExecOutPin = Sequence->GetThenPinGivenIndex(0); check(InsideLoopExecOutPin); // Loop Counter increment UK2Node_CallFunction* Increment = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(Node, SourceGraph); Increment->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Add_IntInt"))); Increment->AllocateDefaultPins(); bResult &= Schema->TryCreateConnection(Increment->FindPinChecked(TEXT("A")), LoopCounterOutPin); Increment->FindPinChecked(TEXT("B"))->DefaultValue = TEXT("1"); // Loop Counter assigned UK2Node_AssignmentStatement* LoopCounterAssign = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph); LoopCounterAssign->AllocateDefaultPins(); bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetExecPin(), Sequence->GetThenPinGivenIndex(1)); bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetVariablePin(), LoopCounterOutPin); bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetValuePin(), Increment->GetReturnValuePin()); bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetThenPin(), Branch->GetExecPin()); return bResult; }
void UK2Node_FormatText::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); /** At the end of this, the UK2Node_FormatText will not be a part of the Blueprint, it merely handles connecting the other nodes into the Blueprint. */ const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema(); // Create a "Make Array" node to compile the list of arguments into an array for the Format function being called UK2Node_MakeArray* MakeArrayNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph); //SourceGraph->CreateBlankNode<UK2Node_MakeArray>(); MakeArrayNode->AllocateDefaultPins(); CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeArrayNode, this); UEdGraphPin* ArrayOut = MakeArrayNode->GetOutputPin(); // This is the node that does all the Format work. UK2Node_CallFunction* CallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); CallFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Format))); CallFunction->AllocateDefaultPins(); CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFunction, this); // Connect the output of the "Make Array" pin to the function's "InArgs" pin ArrayOut->MakeLinkTo(CallFunction->FindPin(TEXT("InArgs"))); // This will set the "Make Array" node's type, only works if one pin is connected. MakeArrayNode->PinConnectionListChanged(ArrayOut); // For each argument, we will need to add in a "Make Struct" node. for(int32 ArgIdx = 0; ArgIdx < PinNames.Num(); ++ArgIdx) { UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[ArgIdx]); // Spawn a "Make Struct" node to create the struct needed for formatting the text. UK2Node_MakeStruct* PinMakeStruct = CompilerContext.SpawnIntermediateNode<UK2Node_MakeStruct>(this, SourceGraph); PinMakeStruct->StructType = FFormatTextArgument::StaticStruct(); PinMakeStruct->AllocateDefaultPins(); // Set the struct's "ArgumentName" pin literal to be the argument pin's name. PinMakeStruct->GetSchema()->TrySetDefaultText(*PinMakeStruct->FindPin("ArgumentName"), FText::AsCultureInvariant(ArgumentPin->PinName)); // Move the connection of the argument pin to the struct's "TextValue" pin, this will move the literal value if present. CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *PinMakeStruct->FindPin("TextValue")); // The "Make Array" node already has one pin available, so don't create one for ArgIdx == 0 if(ArgIdx > 0) { MakeArrayNode->AddInputPin(); } // Find the input pin on the "Make Array" node by index. FString PinName = FString::Printf(TEXT("[%d]"), ArgIdx); UEdGraphPin* InputPin = MakeArrayNode->FindPin(PinName); // Find the output for the pin's "Make Struct" node and link it to the corresponding pin on the "Make Array" node. FindOutputStructPinChecked(PinMakeStruct)->MakeLinkTo(InputPin); } // Move connection of FormatText's "Result" pin to the call function's return value pin. CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Result")), *CallFunction->GetReturnValuePin()); // Move connection of FormatText's "Format" pin to the call function's "InPattern" pin CompilerContext.MovePinLinksToIntermediate(*GetFormatPin(), *CallFunction->FindPin(TEXT("InPattern"))); BreakAllNodeLinks(); }
void UK2Node_CallFunctionOnMember::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { // This skips UK2Node_CallFunction::ExpandNode. Instead it spawns a new CallFunction node and does hookup that this is interested in, // and then that CallFunction node will get its own Expansion to handle the parent portions UK2Node::ExpandNode(CompilerContext, SourceGraph); if (CompilerContext.bIsFullCompile) { const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema(); UFunction* Function = GetTargetFunction(); // Create real 'call function' node. UK2Node_CallFunction* CallFuncNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); CallFuncNode->SetFromFunction(Function); CallFuncNode->AllocateDefaultPins(); UEdGraphPin* CallFuncSelfPin = Schema->FindSelfPin(*CallFuncNode, EGPD_Input); // Now because you can wire multiple variables to a self pin, need to iterate over each one and create a 'get var' node for each UEdGraphPin* SelfPin = Schema->FindSelfPin(*this, EGPD_Input); if(SelfPin != NULL) { if (SelfPin->LinkedTo.Num() == 0) { UK2Node_VariableGet* GetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph); GetVarNode->VariableReference.SetSelfMember(MemberVariableToCallOn.GetMemberName()); GetVarNode->AllocateDefaultPins(); if (UEdGraphPin* ValuePin = GetVarNode->GetValuePin()) { ValuePin->MakeLinkTo(CallFuncSelfPin); } } else { for (int32 TargetIdx = 0; TargetIdx < SelfPin->LinkedTo.Num(); TargetIdx++) { UEdGraphPin* SourcePin = SelfPin->LinkedTo[TargetIdx]; if (SourcePin != NULL) { // Create 'get var' node to get the member UK2Node_VariableGet* GetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph); GetVarNode->VariableReference = MemberVariableToCallOn; GetVarNode->AllocateDefaultPins(); UEdGraphPin* VarNodeSelfPin = Schema->FindSelfPin(*GetVarNode, EGPD_Input); if (VarNodeSelfPin != NULL) { VarNodeSelfPin->MakeLinkTo(SourcePin); UEdGraphPin* ValuePin = GetVarNode->GetValuePin(); ValuePin->MakeLinkTo(CallFuncSelfPin); } else { // Failed to find the member to call on for this expansion, so warn about it CompilerContext.MessageLog.Warning(*LOCTEXT("CallFunctionOnInvalidMember_Warning", "Function node @@ called on invalid target member.").ToString(), this); } } } } } // Now move the rest of the connections (including exec connections...) for(int32 SrcPinIdx=0; SrcPinIdx<Pins.Num(); SrcPinIdx++) { UEdGraphPin* SrcPin = Pins[SrcPinIdx]; if(SrcPin != NULL && SrcPin != SelfPin) // check its not the self pin { UEdGraphPin* DestPin = CallFuncNode->FindPin(SrcPin->PinName); if(DestPin != NULL) { CompilerContext.MovePinLinksToIntermediate(*SrcPin, *DestPin); // Source node is assumed to be owner... } } } // Finally, break any remaining links on the 'call func on member' node BreakAllNodeLinks(); } }
void UK2Node_GetEnumeratorName::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); UEnum* Enum = GetEnum(); if(NULL == Enum) { CompilerContext.MessageLog.Error(*FString::Printf(*NSLOCTEXT("K2Node", "GetEnumeratorNam_Error_MustHaveValidName", "@@ must have a valid enum defined").ToString()), this); return; } const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema(); const UFunction* Function = UKismetNodeHelperLibrary::StaticClass()->FindFunctionByName( GetFunctionName() ); check(NULL != Function); UK2Node_CallFunction* CallGetName = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); CallGetName->SetFromFunction(Function); CallGetName->AllocateDefaultPins(); check(CallGetName->IsNodePure()); //OPUTPUT PIN UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue); UEdGraphPin* NewReturnPin = CallGetName->GetReturnValuePin(); check(NULL != NewReturnPin); CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin); //ENUM PIN UEdGraphPin* EnumPin = CallGetName->FindPinChecked(TEXT("Enum")); Schema->TrySetDefaultObject(*EnumPin, Enum); check(EnumPin->DefaultObject == Enum); //VALUE PIN UEdGraphPin* OrgInputPin = FindPinChecked(EnumeratorPinName); UEdGraphPin* IndexPin = CallGetName->FindPinChecked(TEXT("EnumeratorValue")); check(EGPD_Input == IndexPin->Direction && Schema->PC_Byte == IndexPin->PinType.PinCategory); CompilerContext.MovePinLinksToIntermediate(*OrgInputPin, *IndexPin); if (!IndexPin->LinkedTo.Num()) { //MAKE LITERAL BYTE FROM LITERAL ENUM const FString EnumLiteral = IndexPin->GetDefaultAsString(); const int32 NumericValue = Enum->GetValueByName(*EnumLiteral); if (NumericValue == INDEX_NONE) { CompilerContext.MessageLog.Error(*FString::Printf(*NSLOCTEXT("K2Node", "GetEnumeratorNam_Error_InvalidName", "@@ has invalid enum value '%s'").ToString(), *EnumLiteral), this); return; } const FString DefaultByteValue = FString::FromInt(NumericValue); // LITERAL BYTE FUNCTION const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, MakeLiteralByte); UK2Node_CallFunction* MakeLiteralByte = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); MakeLiteralByte->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(FunctionName)); MakeLiteralByte->AllocateDefaultPins(); UEdGraphPin* MakeLiteralByteReturnPin = MakeLiteralByte->FindPinChecked(Schema->PN_ReturnValue); Schema->TryCreateConnection(MakeLiteralByteReturnPin, IndexPin); UEdGraphPin* MakeLiteralByteInputPin = MakeLiteralByte->FindPinChecked(TEXT("Value")); MakeLiteralByteInputPin->DefaultValue = DefaultByteValue; } BreakAllNodeLinks(); }