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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputVectorAxisEvent.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputVectorAxisEvent.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "Engine/InputVectorAxisDelegateBinding.h"
UK2Node_InputVectorAxisEvent::UK2Node_InputVectorAxisEvent(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
EventSignatureName = TEXT("InputVectorAxisHandlerDynamicSignature__DelegateSignature");
}
void UK2Node_InputVectorAxisEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
// Skip AxisKeyEvent validation
UK2Node_Event::ValidateNodeDuringCompilation(MessageLog);
if (!AxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputVectorAxis_Warning", "InputVectorAxis Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsVectorAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputVectorAxis_Warning", "InputVectorAxis Event specifies FKey'{0}' which is not a vector axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputVectorAxis_Warning", "InputVectorAxis Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_InputVectorAxisEvent::GetDynamicBindingClass() const
{
return UInputVectorAxisDelegateBinding::StaticClass();
}
void UK2Node_InputVectorAxisEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputVectorAxisDelegateBinding* InputVectorAxisBindingObject = CastChecked<UInputVectorAxisDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = AxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputVectorAxisBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
void UK2Node_InputVectorAxisEvent::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
for (FKey const Key : AllKeys)
{
if (!Key.IsBindableInBlueprints() || !Key.IsVectorAxis())
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_InputAxisKeyEvent* InputNode = CastChecked<UK2Node_InputAxisKeyEvent>(NewNode);
InputNode->Initialize(Key);
};
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionListOut.Add(NodeSpawner);
}
}