static void SetNodeFunc(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UFunction> FunctionPtr)
		{
			UK2Node_LatentGameplayTaskCall* AsyncTaskNode = CastChecked<UK2Node_LatentGameplayTaskCall>(NewNode);
			if (FunctionPtr.IsValid())
			{
				UFunction* Func = FunctionPtr.Get();
				UObjectProperty* ReturnProp = CastChecked<UObjectProperty>(Func->GetReturnProperty());
						
				AsyncTaskNode->ProxyFactoryFunctionName = Func->GetFName();
				AsyncTaskNode->ProxyFactoryClass        = Func->GetOuterUClass();
				AsyncTaskNode->ProxyClass               = ReturnProp->PropertyClass;
			}
		}
void SGraphNodeK2CreateDelegate::CreateBelowWidgetControls(TSharedPtr<SVerticalBox> MainBox)
{
	if(UK2Node_CreateDelegate* Node = Cast<UK2Node_CreateDelegate>(GraphNode))
	{
		UFunction* FunctionSignature = Node->GetDelegateSignature();
		UClass* ScopeClass = Node->GetScopeClass();

		if(FunctionSignature && ScopeClass)
		{
			FunctionDataItems.Empty();
			for(TFieldIterator<UFunction> It(ScopeClass); It; ++It)
			{
				UFunction* Func = *It;
				if (Func && FunctionSignature->IsSignatureCompatibleWith(Func) && 
					UEdGraphSchema_K2::FunctionCanBeUsedInDelegate(Func))
				{
					TSharedPtr<FFunctionItemData> ItemData = MakeShareable(new FFunctionItemData());
					ItemData->Name = Func->GetFName();
					ItemData->Description = FunctionDescription(Func);
					FunctionDataItems.Add(ItemData);
				}
			}

			TSharedRef<SComboButton> SelectFunctionWidgetRef = SNew(SComboButton)
				.Method(EPopupMethod::UseCurrentWindow)
				.ButtonContent()
				[
					SNew(STextBlock)
						.Text(this, &SGraphNodeK2CreateDelegate::GetCurrentFunctionDescription)
				]
				.MenuContent()
				[
					SNew(SListView<TSharedPtr<FFunctionItemData> >)
						.ListItemsSource( &FunctionDataItems )
						.OnGenerateRow(this, &SGraphNodeK2CreateDelegate::HandleGenerateRowFunction)
						.OnSelectionChanged(this, &SGraphNodeK2CreateDelegate::OnFunctionSelected)
				];

			MainBox->AddSlot()
				.AutoHeight()
				.VAlign(VAlign_Fill)
				[
					SelectFunctionWidgetRef
				];

			SelectFunctionWidget = SelectFunctionWidgetRef;
		}
	}
}
示例#3
0
UFunction* UK2Node_Event::FindEventSignatureFunction()
{
	UFunction* Function = FindField<UFunction>(EventSignatureClass, EventSignatureName);

	// First try remap table
	if ((Function == NULL) && (EventSignatureClass != NULL))
	{
		Function = Cast<UFunction>(FindRemappedField(EventSignatureClass, EventSignatureName));
		if( Function )
		{
			// Found a remapped property, update the node
			EventSignatureName = Function->GetFName();
			EventSignatureClass = Cast<UClass>(Function->GetOuter());
		}
	}

	return Function;
}
void UK2Node_MatineeController::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	if (SourceGraph != CompilerContext.ConsolidatedEventGraph)
	{
		CompilerContext.MessageLog.Error(*FString::Printf(*NSLOCTEXT("KismetCompiler", "InvalidNodeOutsideUbergraph_Error", "Unexpected node @@ found outside ubergraph.").ToString()), this);
		return;
	}

	Super::ExpandNode(CompilerContext, SourceGraph);

	if (MatineeActor != NULL)
	{
		UFunction* MatineeEventSig = FindObject<UFunction>(AMatineeActor::StaticClass(), TEXT("OnMatineeEvent__DelegateSignature"));
		check(MatineeEventSig != NULL);

		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

		// Create event for each exec output pin
		for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
		{
			UEdGraphPin* MatineePin = Pins[PinIdx];
			if(MatineePin->Direction == EGPD_Output && MatineePin->PinType.PinCategory == Schema->PC_Exec)
			{
				FName EventFuncName = MatineeActor->GetFunctionNameForEvent( FName(*(MatineePin->PinName)) );

				UK2Node_Event* MatineeEventNode = CompilerContext.SpawnIntermediateNode<UK2Node_Event>(this, SourceGraph);
				MatineeEventNode->EventSignatureName = MatineeEventSig->GetFName();
				MatineeEventNode->EventSignatureClass = AMatineeActor::StaticClass();
				MatineeEventNode->CustomFunctionName = EventFuncName;
				MatineeEventNode->bInternalEvent = true;
				MatineeEventNode->AllocateDefaultPins();

				// Move connection from matinee output to event node output
				UEdGraphPin* EventOutputPin = Schema->FindExecutionPin(*MatineeEventNode, EGPD_Output);
				check(EventOutputPin != NULL);
				CompilerContext.CheckConnectionResponse(Schema->MovePinLinks(*MatineePin, *EventOutputPin), this);
			}
		}
	}

}
void UK2Node_LatentAbilityCall::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
	// these nested loops are combing over the same classes/functions the
	// FBlueprintActionDatabase does; ideally we save on perf and fold this in
	// with FBlueprintActionDatabase, but we want to keep the modules separate
	for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
	{
		UClass* Class = *ClassIt;
		if (!Class->IsChildOf<UAbilityTask>() || Class->HasAnyClassFlags(CLASS_Abstract))
		{
			continue;
		}
		
		for (TFieldIterator<UFunction> FuncIt(Class, EFieldIteratorFlags::ExcludeSuper); FuncIt; ++FuncIt)
		{
			UFunction* Function = *FuncIt;
			if (!Function->HasAnyFunctionFlags(FUNC_Static))
			{
				continue;
			}

			// to keep from needlessly instantiating a UBlueprintNodeSpawner, first   
			// check to make sure that the registrar is looking for actions of this type
			// (could be regenerating actions for a specific asset, and therefore the 
			// registrar would only accept actions corresponding to that asset)
			if (!ActionRegistrar.IsOpenForRegistration(Function))
			{
				continue;
			}

			UObjectProperty* ReturnProperty = Cast<UObjectProperty>(Function->GetReturnProperty());
			// see if the function is a static factory method for online proxies
			bool const bIsProxyFactoryMethod = (ReturnProperty != nullptr) && ReturnProperty->PropertyClass->IsChildOf<UAbilityTask>();
			
			if (bIsProxyFactoryMethod)
			{
				UBlueprintNodeSpawner* NodeSpawner = UBlueprintFunctionNodeSpawner::Create(Function);
				check(NodeSpawner != nullptr);
				NodeSpawner->NodeClass = GetClass();
				
				auto CustomizeAcyncNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, TWeakObjectPtr<UFunction> FunctionPtr)
				{
					UK2Node_LatentAbilityCall* AsyncTaskNode = CastChecked<UK2Node_LatentAbilityCall>(NewNode);
					if (FunctionPtr.IsValid())
					{
						UFunction* Func = FunctionPtr.Get();
						UObjectProperty* ReturnProp = CastChecked<UObjectProperty>(Func->GetReturnProperty());
						
						AsyncTaskNode->ProxyFactoryFunctionName = Func->GetFName();
						AsyncTaskNode->ProxyFactoryClass        = Func->GetOuterUClass();
						AsyncTaskNode->ProxyClass               = ReturnProp->PropertyClass;
					}
				};
				
				TWeakObjectPtr<UFunction> FunctionPtr = Function;
				NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeAcyncNodeLambda, FunctionPtr);
				
				// @TODO: since this can't be folded into FBlueprintActionDatabase, we
				//        need a way to associate these spawners with a certain class
				ActionRegistrar.AddBlueprintAction(Function, NodeSpawner);
			}
		}
	}
}
void UK2Node_LiveEditObject::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	UEdGraphPin *SourceExecPin = GetExecPin();
	UEdGraphPin *SourceThenPin = GetThenPin();
	UEdGraphPin *SourceBlueprintPin = GetBlueprintPin();
	UEdGraphPin *SourceBaseClassPin = GetBaseClassPin();
	UEdGraphPin *SourceDescriptionPin = GetDescriptionPin();
	UEdGraphPin *SourcePermittedBindingsPin = GetPermittedBindingsPin();
	UEdGraphPin *SourceOnMidiInputPin = GetOnMidiInputPin();

	UEdGraphPin *SourceVariablePin = GetVariablePin();
	if(NULL == SourceVariablePin)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeMissingBlueprint_Error", "LiveEdit node @@ must have a blueprint specified and a variable selected to tune.").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;
	}

	UClass* SpawnClass = GetClassToSpawn();
	if(NULL == SpawnClass)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeMissingBaseClass_Error", "LiveEdit node @@ must have a Base Class 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;
	}

	if ( SourcePermittedBindingsPin->LinkedTo.Num() == 0 )
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeMissingBinding_Error", "LiveEdit node @@ must specify Permitted Bindings.").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;
	}

	//sanity check the VariablePin value
	{
		UProperty *Property = UK2Node_LiveEditObjectStatics::GetPropertyByName( SpawnClass, *SourceVariablePin->DefaultValue );
		if ( Property == NULL || !Property->IsA(UNumericProperty::StaticClass()) )
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeInvalidVariable_Error", "LiveEdit node @@ must have a valid variable selected.").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;
		}
	}

	//hooks to pins that are generated after a BaseClass is set
	UEdGraphPin *DeltaMultPin = GetDeltaMultPin();
	UEdGraphPin *ShouldClampPin = GetShouldClampPin();
	UEdGraphPin *ClampMinPin = GetClampMinPin();
	UEdGraphPin *ClampMaxPin = GetClampMaxPin();

	UK2Node_Self *SelfNode  = CompilerContext.SpawnIntermediateNode<UK2Node_Self>(this,SourceGraph);
	SelfNode->AllocateDefaultPins();
	UEdGraphPin *SelfNodeThenPin = SelfNode->FindPinChecked(Schema->PN_Self);

	FString EventNameGuid = GetEventName();
		
	//Create the registration part of the LiveEditor binding process
	{
		UK2Node_CallFunction *RegisterForMIDINode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		RegisterForMIDINode->FunctionReference.SetExternalMember( TEXT("RegisterForLiveEditEvent"), ULiveEditorKismetLibrary::StaticClass() );
		RegisterForMIDINode->AllocateDefaultPins();

		UEdGraphPin *ExecPin = RegisterForMIDINode->GetExecPin();
		CompilerContext.MovePinLinksToIntermediate(*SourceExecPin, *ExecPin);

		UEdGraphPin *ThenPin = RegisterForMIDINode->GetThenPin();
		CompilerContext.MovePinLinksToIntermediate(*SourceThenPin, *ThenPin);

		UEdGraphPin *TargetPin = RegisterForMIDINode->FindPinChecked( FString(TEXT("Target")) );
		TargetPin->MakeLinkTo(SelfNodeThenPin);

		UEdGraphPin *EventNamePin = RegisterForMIDINode->FindPinChecked( FString(TEXT("EventName")) );
		EventNamePin->DefaultValue = EventNameGuid;
		
		UEdGraphPin *DescriptionPin = RegisterForMIDINode->FindPinChecked( FString(TEXT("Description")) );
		CompilerContext.CopyPinLinksToIntermediate( *SourceDescriptionPin, *DescriptionPin);

		UEdGraphPin *PermittedBindingsPin = RegisterForMIDINode->FindPinChecked( FString(TEXT("PermittedBindings")) );
		CompilerContext.CopyPinLinksToIntermediate( *SourcePermittedBindingsPin, *PermittedBindingsPin);
	}

	//Create the event handling part of the LiveEditor binding process
	{
		//
		//the event itself
		//
		UFunction *EventMIDISignature = GetEventMIDISignature();
		UK2Node_Event* EventNode = CompilerContext.SpawnIntermediateNode<UK2Node_Event>(this, SourceGraph);
		check(EventNode);
		EventNode->EventSignatureClass = Cast<UClass>(EventMIDISignature->GetOuter());
		EventNode->EventSignatureName = EventMIDISignature->GetFName();
		EventNode->CustomFunctionName = *EventNameGuid;
		EventNode->bInternalEvent = true;
		EventNode->AllocateDefaultPins();

		// Cache these out because we'll connect the sequence to it
		UEdGraphPin *EventThenPin = EventNode->FindPinChecked( Schema->PN_Then );
		UEdGraphPin *EventDeltaPin = EventNode->FindPinChecked( FString(TEXT("Delta")) );
		UEdGraphPin *EventMidiValuePin = EventNode->FindPinChecked( FString(TEXT("MidiValue")) );
		UEdGraphPin *EventControlTypePin = EventNode->FindPinChecked( FString(TEXT("ControlType")) );


		//
		// Check if Blueprint is NULL
		//
		UEdGraphPin *CompareBlueprintToNullBranchThenPin = NULL;
		{
			UK2Node_CallFunction *CompareBlueprintToNullNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
			CompareBlueprintToNullNode->FunctionReference.SetExternalMember( TEXT("NotEqual_ObjectObject"), UKismetMathLibrary::StaticClass() );
			CompareBlueprintToNullNode->AllocateDefaultPins();

			//Set A Pin to the Blueprint Pin
			UEdGraphPin *CompareBlueprintToNullAPin = CompareBlueprintToNullNode->FindPinChecked( FString(TEXT("A")) );
			CompilerContext.CopyPinLinksToIntermediate( *SourceBlueprintPin, *CompareBlueprintToNullAPin);

			// hook for Compare Blueprint to NULL result
			UEdGraphPin *CompareBlueprintToNullResultPin = CompareBlueprintToNullNode->GetReturnValuePin();

			// Create the BRANCH that will drive the comparison
			UK2Node_IfThenElse* CompareBlueprintToNullBranchNode = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(this, SourceGraph);
			CompareBlueprintToNullBranchNode->AllocateDefaultPins();

			//hook up the condition
			CompareBlueprintToNullResultPin->MakeLinkTo( CompareBlueprintToNullBranchNode->GetConditionPin() );

			//hook event to the branck input
			EventThenPin->MakeLinkTo( CompareBlueprintToNullBranchNode->GetExecPin() );

			//cache ot the THEN pin for later linkup
			CompareBlueprintToNullBranchThenPin = CompareBlueprintToNullBranchNode->GetThenPin();
		}

		//
		// Get Class Default Object
		//
		UK2Node_CallFunction *GetClassDefaultObjectNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		GetClassDefaultObjectNode->FunctionReference.SetExternalMember( TEXT("GetBlueprintClassDefaultObject"), ULiveEditorKismetLibrary::StaticClass() );
		GetClassDefaultObjectNode->AllocateDefaultPins();

		UEdGraphPin *GetClassDefaultObjectBlueprintPin = GetClassDefaultObjectNode->FindPinChecked( TEXT("Blueprint") );
		CompilerContext.CopyPinLinksToIntermediate( *SourceBlueprintPin, *GetClassDefaultObjectBlueprintPin);

		//hook for later -> the pointer to the ClassDefaultObject of our BlueprintPin
		UEdGraphPin *GetClassDefaultObjectResultPin = GetClassDefaultObjectNode->GetReturnValuePin();


		//
		// Compare to BaseClass to make sure that the target Blueprint IsA(BaseClass)
		//
		UEdGraphPin *ClassIsChildOfBranchThenPin = NULL;
		{
			//
			//we need to get the class of the Blueprint pin
			UK2Node_CallFunction *GetClassNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
			GetClassNode->FunctionReference.SetExternalMember( TEXT("GetObjectClass"), UGameplayStatics::StaticClass() );
			GetClassNode->AllocateDefaultPins();

			//Pin in the GetClassDefaultObjectResultPin to the Object Parameter of the GetObjectClass FUNCTION
			//we want to make sure that the Class of the DEFAULT_OBJECT IsA( BaseClass )
			UEdGraphPin *GetClassObjectPin = GetClassNode->FindPinChecked( FString(TEXT("Object")) );
			GetClassDefaultObjectResultPin->MakeLinkTo( GetClassObjectPin );

			//hook for the Class result
			UEdGraphPin *GetClassReturnValuePin = GetClassNode->GetReturnValuePin();

			//
			//the ClassIsChildOf FUNCTION
			UK2Node_CallFunction *ClassIsChildOfNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
			ClassIsChildOfNode->FunctionReference.SetExternalMember( TEXT("ClassIsChildOf"), UKismetMathLibrary::StaticClass() );
			ClassIsChildOfNode->AllocateDefaultPins();

			//hook up the test pin
			UEdGraphPin *ClassIsChildOfTestPin = ClassIsChildOfNode->FindPinChecked( FString(TEXT("TestClass")) );
			GetClassReturnValuePin->MakeLinkTo( ClassIsChildOfTestPin );

			//copy our BaseClass Pin into the ClassIsChildOf Parameter
			UEdGraphPin *ClassIsChildOfParentPin = ClassIsChildOfNode->FindPinChecked( FString(TEXT("ParentClass")) );
			CompilerContext.CopyPinLinksToIntermediate( *SourceBaseClassPin, *ClassIsChildOfParentPin);

			//hook for return value
			UEdGraphPin *ClassIsChildOfResultPin = ClassIsChildOfNode->GetReturnValuePin();

			//
			// Create the BRANCH that will drive the comparison
			UK2Node_IfThenElse* ClassIsChildOfBranchNode = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(this, SourceGraph);
			ClassIsChildOfBranchNode->AllocateDefaultPins();

			//hook up the previous branch to this one
			check( CompareBlueprintToNullBranchThenPin != NULL );
			CompareBlueprintToNullBranchThenPin->MakeLinkTo( ClassIsChildOfBranchNode->GetExecPin() );

			//hook up our condition
			ClassIsChildOfResultPin->MakeLinkTo( ClassIsChildOfBranchNode->GetConditionPin() );

			//cache ot the THEN pin for later linkup
			ClassIsChildOfBranchThenPin = ClassIsChildOfBranchNode->GetThenPin();
		}


		//
		//The set variable function (to set LiveEdited new value)
		//
		UK2Node_CallFunction *ModifyVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		ModifyVarNode->FunctionReference.SetExternalMember( TEXT("ModifyPropertyByName"), ULiveEditorKismetLibrary::StaticClass() );
		ModifyVarNode->AllocateDefaultPins();

		// Make link from the event to the Set variable node
		UEdGraphPin *ModifyVarExecPin = ModifyVarNode->GetExecPin();
		ClassIsChildOfBranchThenPin->MakeLinkTo( ModifyVarExecPin );

		//link up the Target Pin
		UEdGraphPin *ModifyVarNodeTargetPin = ModifyVarNode->FindPinChecked( TEXT("Target") );
		GetClassDefaultObjectResultPin->MakeLinkTo( ModifyVarNodeTargetPin );

		//link up the PropertyName Pin
		UEdGraphPin *ModifyVarNodePropertyNamePin = ModifyVarNode->FindPinChecked( TEXT("PropertyName") );
		ModifyVarNodePropertyNamePin->DefaultValue = SourceVariablePin->DefaultValue;

		//link up the MIDI Value Pin
		UEdGraphPin *ModifyVarNodeMidiValuePin = ModifyVarNode->FindPinChecked( TEXT("MidiValue") );
		EventMidiValuePin->MakeLinkTo(ModifyVarNodeMidiValuePin);

		//link up the ControlType Pin
		UEdGraphPin *ModifyVarNodeControlTypePin = ModifyVarNode->FindPinChecked( TEXT("ControlType") );
		EventControlTypePin->MakeLinkTo(ModifyVarNodeControlTypePin);

		//hook for the Delta Pin
		UEdGraphPin *ModifyVarNodeDeltaPin = ModifyVarNode->FindPinChecked( TEXT("Delta") );

		//Clamping
		if ( ShouldClampPin->DefaultValue == FString(TEXT("true")) )
		{
			UEdGraphPin *ModifyVarNodeShouldClampPin = ModifyVarNode->FindPinChecked( TEXT("bShouldClamp") );
			CompilerContext.CopyPinLinksToIntermediate( *ShouldClampPin, *ModifyVarNodeShouldClampPin);

			check( ClampMinPin != NULL );
			UEdGraphPin *ModifyVarNodeClampMinPin = ModifyVarNode->FindPinChecked( TEXT("ClampMin") );
			CompilerContext.CopyPinLinksToIntermediate( *ClampMinPin, *ModifyVarNodeClampMinPin);

			check( ClampMaxPin != NULL );
			UEdGraphPin *ModifyVarNodeClampMaxPin = ModifyVarNode->FindPinChecked( TEXT("ClampMax") );
			CompilerContext.CopyPinLinksToIntermediate( *ClampMaxPin, *ModifyVarNodeClampMaxPin);
		}

		//hook for ModifyVar THEN
		UEdGraphPin *ModifyVarNodeThenPin = ModifyVarNode->GetThenPin();

		//
		// The Multiply Delta * DeltaMult function
		//
		UK2Node_CallFunction *MultiplyNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		MultiplyNode->FunctionReference.SetExternalMember( TEXT("Multiply_FloatFloat"), UKismetMathLibrary::StaticClass() );
		MultiplyNode->AllocateDefaultPins();

		//cache this out. it will be linked to from the output of the (int)Delta -> (float)Delta Conversion function
		UEdGraphPin *MultiplyNodeFirstPin = MultiplyNode->FindPinChecked( FString(TEXT("A")) );

		// 2nd input to the Add function comes from the Current variable value
		UEdGraphPin *MultiplyNodeSecondPin = MultiplyNode->FindPinChecked( FString(TEXT("B")) );
		CompilerContext.CopyPinLinksToIntermediate( *DeltaMultPin, *MultiplyNodeSecondPin);

		UEdGraphPin *MultiplyNodeReturnValuePin = MultiplyNode->GetReturnValuePin();
		MultiplyNodeReturnValuePin->MakeLinkTo( ModifyVarNodeDeltaPin );

		//
		// The Convert function to go from (int)Delta to ULiveEditorKismetLibrary::ModifyPropertyByName(... float Delta ...)
		//
		FName ConvertFunctionName;
		bool success = Schema->SearchForAutocastFunction( EventDeltaPin, MultiplyNodeFirstPin, ConvertFunctionName );
		check( success );
		UK2Node_CallFunction *ConvertDeltaNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		ConvertDeltaNode->FunctionReference.SetExternalMember( ConvertFunctionName, UKismetMathLibrary::StaticClass() );
		ConvertDeltaNode->AllocateDefaultPins();

		FName PinName;
		success = UK2Node_LiveEditObjectStatics::SearchForConvertPinName( Schema, EventDeltaPin, PinName );
		check( success );
		UEdGraphPin *ConvertDeltaInputPin = ConvertDeltaNode->FindPinChecked( PinName.ToString() );
		EventDeltaPin->MakeLinkTo( ConvertDeltaInputPin );

		UEdGraphPin *ConvertDeltaOutputPin = ConvertDeltaNode->GetReturnValuePin();
		ConvertDeltaOutputPin->MakeLinkTo( MultiplyNodeFirstPin );

		//
		// TODO - markDirty
		//

		//
		// send out the object value updates
		//
		UK2Node_CallFunction *ReplicationNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		ReplicationNode->FunctionReference.SetExternalMember( TEXT("ReplicateChangesToChildren"), ULiveEditorKismetLibrary::StaticClass() );
		ReplicationNode->AllocateDefaultPins();

		UEdGraphPin *ReplicationNodeVarNamePin = ReplicationNode->FindPinChecked( TEXT("PropertyName") );
		ReplicationNodeVarNamePin->DefaultValue = SourceVariablePin->DefaultValue;

		UEdGraphPin *ReplicationNodeArchetypePin = ReplicationNode->FindPinChecked( FString(TEXT("Archetype")) );
		GetClassDefaultObjectResultPin->MakeLinkTo( ReplicationNodeArchetypePin );

		UEdGraphPin *ReplicationNodeExecPin = ReplicationNode->GetExecPin();
		ModifyVarNodeThenPin->MakeLinkTo( ReplicationNodeExecPin );

		UEdGraphPin *ReplicationNodeThenPin = ReplicationNode->FindPinChecked( FString(TEXT("then")) );

		//
		// Finally, activate our OnMidiInput pin
		//
		CompilerContext.CopyPinLinksToIntermediate( *SourceOnMidiInputPin, *ReplicationNodeThenPin);
			
	}

	// Break any links to the expanded node
	BreakAllNodeLinks();
}