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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CallFunction.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "CompilerResultsLog.h"
#include "CallFunctionHandler.h"
#include "K2Node_SwitchEnum.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetArrayLibrary.h"
#include "K2Node_PureAssignmentStatement.h"
#include "GraphEditorSettings.h"
#include "BlueprintActionFilter.h"
#define LOCTEXT_NAMESPACE "K2Node"
/*******************************************************************************
* FCustomStructureParamHelper
******************************************************************************/
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
struct FCustomStructureParamHelper
{
static FName GetCustomStructureParamName()
{
static FName Name(TEXT("CustomStructureParam"));
return Name;
}
static void FillCustomStructureParameterNames(const UFunction* Function, TArray<FString>& OutNames)
{
OutNames.Empty();
if (Function)
{
FString MetaDataValue = Function->GetMetaData(GetCustomStructureParamName());
if (!MetaDataValue.IsEmpty())
{
MetaDataValue.ParseIntoArray(OutNames, TEXT(","), true);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
}
}
static void HandleSinglePin(UEdGraphPin* Pin)
{
if (Pin)
{
if (Pin->LinkedTo.Num() > 0)
{
UEdGraphPin* LinkedTo = Pin->LinkedTo[0];
check(LinkedTo);
ensure(!LinkedTo->PinType.bIsArray);
Pin->PinType = LinkedTo->PinType;
}
else
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
Pin->PinType.PinCategory = Schema->PC_Wildcard;
Pin->PinType.PinSubCategory = TEXT("");
Pin->PinType.PinSubCategoryObject = NULL;
}
}
}
static void UpdateCustomStructurePins(const UFunction* Function, UK2Node* Node, UEdGraphPin* SinglePin = NULL)
{
if (Function && Node)
{
TArray<FString> Names;
FCustomStructureParamHelper::FillCustomStructureParameterNames(Function, Names);
if (SinglePin)
{
if (Names.Contains(SinglePin->PinName))
{
HandleSinglePin(SinglePin);
}
}
else
{
for (auto& Name : Names)
{
if (auto Pin = Node->FindPin(Name))
{
HandleSinglePin(Pin);
}
}
}
}
}
};
/*******************************************************************************
* FDynamicOutputUtils
******************************************************************************/
struct FDynamicOutputHelper
{
public:
FDynamicOutputHelper(UEdGraphPin* InAlteredPin)
: MutatingPin(InAlteredPin)
{}
/**
* Attempts to change the output pin's type so that it reflects the class
* specified by the input class pin.
*/
void ConformOutputType() const;
/**
* Retrieves the class pin that is used to determine the function's output type.
*
* @return Null if the "DeterminesOutputType" metadata targets an invalid
* param (or if the metadata isn't present), otherwise a class picker pin.
*/
static UEdGraphPin* GetTypePickerPin(const UK2Node_CallFunction* FuncNode);
/**
* Attempts to pull out class info from the supplied pin. Starts with the
* pin's default, and then falls back onto the pin's native type. Will poll
* any connections that the pin may have.
*
* @param Pin The pin you want a class from.
* @return A class that the pin represents (could be null if the pin isn't a class pin).
*/
static UClass* GetPinClass(UEdGraphPin* Pin);
/**
* Intended to be used by ValidateNodeDuringCompilation(). Will check to
* make sure the dynamic output's connections are still valid (they could
* become invalid as the the pin's type changes).
*
* @param FuncNode The node you wish to validate.
* @param MessageLog The log to post errors/warnings to.
*/
static void VerifyNode(const UK2Node_CallFunction* FuncNode, FCompilerResultsLog& MessageLog);
private:
/**
*
*
* @return
*/
UK2Node_CallFunction* GetFunctionNode() const;
/**
*
*
* @return
*/
UFunction* GetTargetFunction() const;
/**
* Checks if the supplied pin is the class picker that governs the
* function's output type.
*
* @param Pin The pin to test.
* @return True if the pin corresponds to the param that was flagged by the "DeterminesOutputType" metadata.
*/
bool IsTypePickerPin(UEdGraphPin* Pin) const;
/**
* Retrieves the object output pin that is altered as the class input is
* changed (favors params flagged by "DynamicOutputParam" metadata).
*
* @return Null if the output param cannot be altered from the class input,
* otherwise a output pin that will mutate type as the class input is changed.
*/
static UEdGraphPin* GetDynamicOutPin(const UK2Node_CallFunction* FuncNode);
/**
* Checks if the specified type is an object type that reflects the picker
* pin's class.
*
* @param TypeToTest The type you want to check.
* @return True if the type is likely the output governed by the class picker pin, otherwise false.
*/
static bool CanConformPinType(const UK2Node_CallFunction* FuncNode, const FEdGraphPinType& TypeToTest);
private:
UEdGraphPin* MutatingPin;
};
void FDynamicOutputHelper::ConformOutputType() const
{
if (IsTypePickerPin(MutatingPin))
{
UClass* PickedClass = GetPinClass(MutatingPin);
UK2Node_CallFunction* FuncNode = GetFunctionNode();
if (UEdGraphPin* DynamicOutPin = GetDynamicOutPin(FuncNode))
{
DynamicOutPin->PinType.PinSubCategoryObject = PickedClass;
if (UFunction* Function = FuncNode->GetTargetFunction())
{
DynamicOutPin->PinToolTip.Empty();
FuncNode->GeneratePinTooltipFromFunction(*DynamicOutPin, Function);
}
// leave the connection, and instead bring the user's attention to
// it via a ValidateNodeDuringCompilation() error
// const UEdGraphSchema* Schema = FuncNode->GetSchema();
// for (int32 LinkIndex = 0; LinkIndex < DynamicOutPin->LinkedTo.Num();)
// {
// UEdGraphPin* Link = DynamicOutPin->LinkedTo[LinkIndex];
// // if this can no longer be linked to the other pin, then we
// // should disconnect it (because the pin's type just changed)
// if (Schema->CanCreateConnection(DynamicOutPin, Link).Response == CONNECT_RESPONSE_DISALLOW)
// {
// DynamicOutPin->BreakLinkTo(Link);
// // @TODO: warn/notify somehow
// }
// else
// {
// ++LinkIndex;
// }
// }
}
}
}
UEdGraphPin* FDynamicOutputHelper::GetTypePickerPin(const UK2Node_CallFunction* FuncNode)
{
UEdGraphPin* TypePickerPin = nullptr;
if (UFunction* Function = FuncNode->GetTargetFunction())
{
FString TypeDeterminingPinName = Function->GetMetaData(FBlueprintMetadata::MD_DynamicOutputType);
if (!TypeDeterminingPinName.IsEmpty())
{
TypePickerPin = FuncNode->FindPin(TypeDeterminingPinName);
}
}
if (TypePickerPin && !ensure(TypePickerPin->Direction == EGPD_Input))
{
TypePickerPin = nullptr;
}
return TypePickerPin;
}
UClass* FDynamicOutputHelper::GetPinClass(UEdGraphPin* Pin)
{
UClass* PinClass = UObject::StaticClass();
bool const bIsClassPin = (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Class);
if (bIsClassPin)
{
if (UClass* DefaultClass = Cast<UClass>(Pin->DefaultObject))
{
PinClass = DefaultClass;
}
else if (UClass* BaseClass = Cast<UClass>(Pin->PinType.PinSubCategoryObject.Get()))
{
PinClass = BaseClass;
}
if (Pin->LinkedTo.Num() > 0)
{
UClass* CommonInputClass = Cast<UClass>(Pin->LinkedTo[0]->PinType.PinSubCategoryObject.Get());
for (int32 LinkIndex = 1; LinkIndex < Pin->LinkedTo.Num(); ++LinkIndex)
{
UClass* LinkClass = Cast<UClass>(Pin->LinkedTo[LinkIndex]->PinType.PinSubCategoryObject.Get());
if (LinkClass == nullptr)
{
continue;
}
if (CommonInputClass == nullptr)
{
CommonInputClass = LinkClass;
continue;
}
while (!LinkClass->IsChildOf(CommonInputClass))
{
CommonInputClass = CommonInputClass->GetSuperClass();
}
}
PinClass = CommonInputClass;
}
}
return PinClass;
}
void FDynamicOutputHelper::VerifyNode(const UK2Node_CallFunction* FuncNode, FCompilerResultsLog& MessageLog)
{
if (UEdGraphPin* DynamicOutPin = GetDynamicOutPin(FuncNode))
{
const UEdGraphSchema* Schema = FuncNode->GetSchema();
for (UEdGraphPin* Link : DynamicOutPin->LinkedTo)
{
if (Schema->CanCreateConnection(DynamicOutPin, Link).Response == CONNECT_RESPONSE_DISALLOW)
{
FText const ErrorFormat = LOCTEXT("BadConnection", "Invalid pin connection from '@@' to '@@'. You may have changed the type after the connections were made.");
MessageLog.Error(*ErrorFormat.ToString(), DynamicOutPin, Link);
}
}
}
}
UK2Node_CallFunction* FDynamicOutputHelper::GetFunctionNode() const
{
return CastChecked<UK2Node_CallFunction>(MutatingPin->GetOwningNode());
}
UFunction* FDynamicOutputHelper::GetTargetFunction() const
{
return GetFunctionNode()->GetTargetFunction();
}
bool FDynamicOutputHelper::IsTypePickerPin(UEdGraphPin* Pin) const
{
bool bIsTypeDeterminingPin = false;
if (UFunction* Function = GetTargetFunction())
{
FString TypeDeterminingPinName = Function->GetMetaData(FBlueprintMetadata::MD_DynamicOutputType);
if (!TypeDeterminingPinName.IsEmpty())
{
bIsTypeDeterminingPin = (Pin->PinName == TypeDeterminingPinName);
}
}
bool const bPinIsClassPicker = (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Class);
return bIsTypeDeterminingPin && bPinIsClassPicker && (Pin->Direction == EGPD_Input);
}
UEdGraphPin* FDynamicOutputHelper::GetDynamicOutPin(const UK2Node_CallFunction* FuncNode)
{
UProperty* TaggedOutputParam = nullptr;
if (UFunction* Function = FuncNode->GetTargetFunction())
{
const FString& OutputPinName = Function->GetMetaData(FBlueprintMetadata::MD_DynamicOutputParam);
// we sort through properties, instead of pins, because the pin's type
// could already be modified to some other class (for when we check CanConformPinType)
for (TFieldIterator<UProperty> ParamIt(Function); ParamIt && (ParamIt->PropertyFlags & CPF_Parm); ++ParamIt)
{
if (OutputPinName.IsEmpty() && ParamIt->HasAnyPropertyFlags(CPF_ReturnParm))
{
TaggedOutputParam = *ParamIt;
break;
}
else if (OutputPinName == ParamIt->GetName())
{
TaggedOutputParam = *ParamIt;
break;
}
}
if (TaggedOutputParam != nullptr)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
FEdGraphPinType PropertyPinType;
if (!K2Schema->ConvertPropertyToPinType(TaggedOutputParam, /*out*/PropertyPinType) || !CanConformPinType(FuncNode, PropertyPinType))
{
TaggedOutputParam = nullptr;
}
}
}
UEdGraphPin* DynamicOutPin = nullptr;
if (TaggedOutputParam != nullptr)
{
DynamicOutPin = FuncNode->FindPin(TaggedOutputParam->GetName());
if (DynamicOutPin && (DynamicOutPin->Direction != EGPD_Output))
{
DynamicOutPin = nullptr;
}
}
return DynamicOutPin;
}
bool FDynamicOutputHelper::CanConformPinType(const UK2Node_CallFunction* FuncNode, const FEdGraphPinType& TypeToTest)
{
bool bIsProperType = false;
if (UEdGraphPin* TypePickerPin = GetTypePickerPin(FuncNode))
{
UClass* BasePickerClass = CastChecked<UClass>(TypePickerPin->PinType.PinSubCategoryObject.Get());
const FString& PinCategory = TypeToTest.PinCategory;
if ((PinCategory == UEdGraphSchema_K2::PC_Object) ||
(PinCategory == UEdGraphSchema_K2::PC_Interface) ||
(PinCategory == UEdGraphSchema_K2::PC_Class))
{
if (UClass* TypeClass = Cast<UClass>(TypeToTest.PinSubCategoryObject.Get()))
{
bIsProperType = BasePickerClass->IsChildOf(TypeClass);
}
}
}
return bIsProperType;
}
/*******************************************************************************
* UK2Node_CallFunction
******************************************************************************/
UK2Node_CallFunction::UK2Node_CallFunction(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
bool UK2Node_CallFunction::IsDeprecated() const
{
UFunction* Function = GetTargetFunction();
return (Function != NULL) && Function->HasMetaData(FBlueprintMetadata::MD_DeprecatedFunction);
}
bool UK2Node_CallFunction::ShouldWarnOnDeprecation() const
{
// TEMP: Do not warn in the case of SpawnActor, as we have a special upgrade path for those nodes
return (FunctionReference.GetMemberName() != FName(TEXT("BeginSpawningActorFromBlueprint")));
}
FString UK2Node_CallFunction::GetDeprecationMessage() const
{
UFunction* Function = GetTargetFunction();
if ((Function != NULL) && Function->HasMetaData(FBlueprintMetadata::MD_DeprecationMessage))
{
return FString::Printf(TEXT("%s %s"), *LOCTEXT("CallFunctionDeprecated_Warning", "@@ is deprecated;").ToString(), *Function->GetMetaData(FBlueprintMetadata::MD_DeprecationMessage));
}
return Super::GetDeprecationMessage();
}
FText UK2Node_CallFunction::GetFunctionContextString() const
{
FText ContextString;
// Don't show 'target is' if no target pin!
UEdGraphPin* SelfPin = GetDefault<UEdGraphSchema_K2>()->FindSelfPin(*this, EGPD_Input);
if(SelfPin != NULL && !SelfPin->bHidden)
{
const UFunction* Function = GetTargetFunction();
UClass* CurrentSelfClass = (Function != NULL) ? Function->GetOwnerClass() : NULL;
UClass const* TrueSelfClass = CurrentSelfClass;
if (CurrentSelfClass && CurrentSelfClass->ClassGeneratedBy)
{
TrueSelfClass = CurrentSelfClass->GetAuthoritativeClass();
}
const FText TargetText = FBlueprintEditorUtils::GetFriendlyClassDisplayName(TrueSelfClass);
FFormatNamedArguments Args;
Args.Add(TEXT("TargetName"), TargetText);
ContextString = FText::Format(LOCTEXT("CallFunctionOnDifferentContext", "Target is {TargetName}"), Args);
}
return ContextString;
}
FText UK2Node_CallFunction::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText FunctionName;
FText ContextString;
FText RPCString;
if (UFunction* Function = GetTargetFunction())
{
RPCString = UK2Node_Event::GetLocalizedNetString(Function->FunctionFlags, true);
FunctionName = GetUserFacingFunctionName(Function);
ContextString = GetFunctionContextString();
}
else
{
FunctionName = FText::FromName(FunctionReference.GetMemberName());
if ((GEditor != NULL) && (GetDefault<UEditorStyleSettings>()->bShowFriendlyNames))
{
FunctionName = FText::FromString(FName::NameToDisplayString(FunctionName.ToString(), false));
}
}
if(TitleType == ENodeTitleType::FullTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("FunctionName"), FunctionName);
Args.Add(TEXT("ContextString"), ContextString);
Args.Add(TEXT("RPCString"), RPCString);
if (ContextString.IsEmpty() && RPCString.IsEmpty())
{
return FText::Format(LOCTEXT("CallFunction_FullTitle", "{FunctionName}"), Args);
}
else if (ContextString.IsEmpty())
{
return FText::Format(LOCTEXT("CallFunction_FullTitle_WithRPCString", "{FunctionName}\n{RPCString}"), Args);
}
else if (RPCString.IsEmpty())
{
return FText::Format(LOCTEXT("CallFunction_FullTitle_WithContextString", "{FunctionName}\n{ContextString}"), Args);
}
else
{
return FText::Format(LOCTEXT("CallFunction_FullTitle_WithContextRPCString", "{FunctionName}\n{ContextString}\n{RPCString}"), Args);
}
}
else
{
return FunctionName;
}
}
void UK2Node_CallFunction::AllocateDefaultPins()
{
UBlueprint* MyBlueprint = GetBlueprint();
UFunction* Function = GetTargetFunction();
// favor the skeleton function if possible (in case the signature has
// changed, and not yet compiled).
if (!FunctionReference.IsSelfContext())
{
UClass* FunctionClass = FunctionReference.GetMemberParentClass(MyBlueprint->GeneratedClass);
if (UBlueprintGeneratedClass* BpClassOwner = Cast<UBlueprintGeneratedClass>(FunctionClass))
{
// this function could currently only be a part of some skeleton
// class (the blueprint has not be compiled with it yet), so let's
// check the skeleton class as well, see if we can pull pin data
// from there...
UBlueprint* FunctionBlueprint = CastChecked<UBlueprint>(BpClassOwner->ClassGeneratedBy, ECastCheckedType::NullAllowed);
if (FunctionBlueprint)
{
if (UFunction* SkelFunction = FindField<UFunction>(FunctionBlueprint->SkeletonGeneratedClass, FunctionReference.GetMemberName()))
{
Function = SkelFunction;
}
}
}
}
// First try remap table
if (Function == NULL)
{
UClass* ParentClass = FunctionReference.GetMemberParentClass(GetBlueprintClassFromNode());
if (ParentClass != NULL)
{
if (UFunction* NewFunction = Cast<UFunction>(FMemberReference::FindRemappedField(ParentClass, FunctionReference.GetMemberName())))
{
// Found a remapped property, update the node
Function = NewFunction;
SetFromFunction(NewFunction);
}
}
}
if (Function == NULL)
{
// The function no longer exists in the stored scope
// Try searching inside all function libraries, in case the function got refactored into one of them.
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
UClass* TestClass = *ClassIt;
if (TestClass->IsChildOf(UBlueprintFunctionLibrary::StaticClass()))
{
Function = FindField<UFunction>(TestClass, FunctionReference.GetMemberName());
if (Function != NULL)
{
UClass* OldClass = FunctionReference.GetMemberParentClass(GetBlueprintClassFromNode());
Message_Note( FString::Printf(*LOCTEXT("FixedUpFunctionInLibrary", "UK2Node_CallFunction: Fixed up function '%s', originally in '%s', now in library '%s'.").ToString(),
*FunctionReference.GetMemberName().ToString(),
(OldClass != NULL) ? *OldClass->GetName() : TEXT("(null)"), *TestClass->GetName()) );
SetFromFunction(Function);
break;
}
}
}
}
// Now create the pins if we ended up with a valid function to call
if (Function != NULL)
{
CreatePinsForFunctionCall(Function);
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
FCustomStructureParamHelper::UpdateCustomStructurePins(Function, this);
Super::AllocateDefaultPins();
}
/** Util to find self pin in an array */
UEdGraphPin* FindSelfPin(TArray<UEdGraphPin*>& Pins)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
{
if(Pins[PinIdx]->PinName == K2Schema->PN_Self)
{
return Pins[PinIdx];
}
}
return NULL;
}
void UK2Node_CallFunction::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
// BEGIN TEMP
// We had a bug where the class was being messed up by copy/paste, but the self pin class was still ok. This code fixes up those cases.
UFunction* Function = GetTargetFunction();
if (Function == NULL)
{
if (UEdGraphPin* SelfPin = FindSelfPin(OldPins))
{
if (UClass* SelfPinClass = Cast<UClass>(SelfPin->PinType.PinSubCategoryObject.Get()))
{
if (UFunction* NewFunction = FindField<UFunction>(SelfPinClass, FunctionReference.GetMemberName()))
{
SetFromFunction(NewFunction);
}
}
}
}
// END TEMP
Super::ReallocatePinsDuringReconstruction(OldPins);
// Connect Execute and Then pins for functions, which became pure.
ReconnectPureExecPins(OldPins);
}
UEdGraphPin* UK2Node_CallFunction::CreateSelfPin(const UFunction* Function)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Chase up the function's Super chain, the function can be called on any object that is at least that specific
const UFunction* FirstDeclaredFunction = Function;
while (FirstDeclaredFunction->GetSuperFunction() != NULL)
{
FirstDeclaredFunction = FirstDeclaredFunction->GetSuperFunction();
}
// Create the self pin
UClass* FunctionClass = CastChecked<UClass>(FirstDeclaredFunction->GetOuter());
// we don't want blueprint-function target pins to be formed from the
// skeleton class (otherwise, they could be incompatible with other pins
// that represent the same type)... this here could lead to a compiler
// warning (the GeneratedClass could not have the function yet), but in
// that, the user would be reminded to compile the other blueprint
if (FunctionClass->ClassGeneratedBy)
{
FunctionClass = FunctionClass->GetAuthoritativeClass();
}
UEdGraphPin* SelfPin = NULL;
if (FunctionClass == GetBlueprint()->GeneratedClass)
{
// This means the function is defined within the blueprint, so the pin should be a true "self" pin
SelfPin = CreatePin(EGPD_Input, K2Schema->PC_Object, K2Schema->PSC_Self, NULL, false, false, K2Schema->PN_Self);
}
else if (FunctionClass->IsChildOf(UInterface::StaticClass()))
{
SelfPin = CreatePin(EGPD_Input, K2Schema->PC_Interface, TEXT(""), FunctionClass, false, false, K2Schema->PN_Self);
}
else
{
// This means that the function is declared in an external class, and should reference that class
SelfPin = CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), FunctionClass, false, false, K2Schema->PN_Self);
}
check(SelfPin != NULL);
return SelfPin;
}
void UK2Node_CallFunction::CreateExecPinsForFunctionCall(const UFunction* Function)
{
bool bCreateSingleExecInputPin = true;
bool bCreateThenPin = true;
// If not pure, create exec pins
if (!bIsPureFunc)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// If we want enum->exec expansion, and it is not disabled, do it now
if(bWantsEnumToExecExpansion)
{
const FString& EnumParamName = Function->GetMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs);
UByteProperty* EnumProp = FindField<UByteProperty>(Function, FName(*EnumParamName));
if(EnumProp != NULL && EnumProp->Enum != NULL)
{
const bool bIsFunctionInput = !EnumProp->HasAnyPropertyFlags(CPF_ReturnParm) &&
(!EnumProp->HasAnyPropertyFlags(CPF_OutParm) ||
EnumProp->HasAnyPropertyFlags(CPF_ReferenceParm));
const EEdGraphPinDirection Direction = bIsFunctionInput ? EGPD_Input : EGPD_Output;
// yay, found it! Now create exec pin for each
int32 NumExecs = (EnumProp->Enum->NumEnums() - 1);
for(int32 ExecIdx=0; ExecIdx<NumExecs; ExecIdx++)
{
FString ExecName = EnumProp->Enum->GetEnumName(ExecIdx);
CreatePin(Direction, K2Schema->PC_Exec, TEXT(""), NULL, false, false, ExecName);
}
if (bIsFunctionInput)
{
// If using ExpandEnumAsExec for input, don't want to add a input exec pin
bCreateSingleExecInputPin = false;
}
else
{
// If using ExpandEnumAsExec for output, don't want to add a "then" pin
bCreateThenPin = false;
}
}
}
if (bCreateSingleExecInputPin)
{
// Single input exec pin
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
}
if (bCreateThenPin)
{
UEdGraphPin* OutputExecPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);
// Use 'completed' name for output pins on latent functions
if(Function->HasMetaData(FBlueprintMetadata::MD_Latent))
{
OutputExecPin->PinFriendlyName = FText::FromString(K2Schema->PN_Completed);
}
}
}
}
void UK2Node_CallFunction::DetermineWantsEnumToExecExpansion(const UFunction* Function)
{
bWantsEnumToExecExpansion = false;
if (Function->HasMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs))
{
const FString& EnumParamName = Function->GetMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs);
UByteProperty* EnumProp = FindField<UByteProperty>(Function, FName(*EnumParamName));
if(EnumProp != NULL && EnumProp->Enum != NULL)
{
bWantsEnumToExecExpansion = true;
}
else
{
if (!bHasCompilerMessage)
{
//put in warning state
bHasCompilerMessage = true;
ErrorType = EMessageSeverity::Warning;
ErrorMsg = FString::Printf(*LOCTEXT("EnumToExecExpansionFailed", "Unable to find enum parameter with name '%s' to expand for @@").ToString(), *EnumParamName);
}
}
}
}
void UK2Node_CallFunction::GeneratePinTooltip(UEdGraphPin& Pin) const
{
ensure(Pin.GetOwningNode() == this);
UEdGraphSchema const* Schema = GetSchema();
check(Schema != NULL);
UEdGraphSchema_K2 const* const K2Schema = Cast<const UEdGraphSchema_K2>(Schema);
if (K2Schema == NULL)
{
Schema->ConstructBasicPinTooltip(Pin, FText::GetEmpty(), Pin.PinToolTip);
return;
}
// get the class function object associated with this node
UFunction* Function = GetTargetFunction();
if (Function == NULL)
{
Schema->ConstructBasicPinTooltip(Pin, FText::GetEmpty(), Pin.PinToolTip);
return;
}
GeneratePinTooltipFromFunction(Pin, Function);
}
bool UK2Node_CallFunction::CreatePinsForFunctionCall(const UFunction* Function)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UClass* FunctionOwnerClass = Function->GetOuterUClass();
bIsInterfaceCall = FunctionOwnerClass->HasAnyClassFlags(CLASS_Interface);
bIsPureFunc = (Function->HasAnyFunctionFlags(FUNC_BlueprintPure) != false);
bIsConstFunc = (Function->HasAnyFunctionFlags(FUNC_Const) != false);
DetermineWantsEnumToExecExpansion(Function);
// Create input pins
CreateExecPinsForFunctionCall(Function);
UEdGraphPin* SelfPin = CreateSelfPin(Function);
//Renamed self pin to target
SelfPin->PinFriendlyName = LOCTEXT("Target", "Target");
// fill out the self-pin's default tool-tip
GeneratePinTooltip(*SelfPin);
const bool bIsProtectedFunc = Function->GetBoolMetaData(FBlueprintMetadata::MD_Protected);
const bool bIsStaticFunc = Function->HasAllFunctionFlags(FUNC_Static);
[UE-2345] BP - enforce const-correctness in native const class method overrides this change introduces enforcement of 'const-correctness' into implemented function graphs. summary: if you have a function declared in C++ like this: UFUNCTION(BlueprintImplementableEvent) int32 MyFunctionThatReturnsSomeValue() const; if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target. if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed. notes: 1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const 2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case 3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified 4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs #codereview Nick.Whiting, Michael.Noland [CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
UEdGraph const* const Graph = GetGraph();
UBlueprint* BP = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
ensure(BP);
if (BP != nullptr)
{
const bool bIsFunctionCompatibleWithSelf = BP->SkeletonGeneratedClass->IsChildOf(FunctionOwnerClass);
if (bIsStaticFunc)
{
// For static methods, wire up the self to the CDO of the class if it's not us
if (!bIsFunctionCompatibleWithSelf)
{
auto AuthoritativeClass = FunctionOwnerClass->GetAuthoritativeClass();
SelfPin->DefaultObject = AuthoritativeClass->GetDefaultObject();
}
// Purity doesn't matter with a static function, we can always hide the self pin since we know how to call the method
SelfPin->bHidden = true;
}
else
{
// Hide the self pin if the function is compatible with the blueprint class and pure (the !bIsConstFunc portion should be going away soon too hopefully)
SelfPin->bHidden = bIsFunctionCompatibleWithSelf && (bIsPureFunc && !bIsConstFunc);
}
}
// Build a list of the pins that should be hidden for this function (ones that are automagically filled in by the K2 compiler)
TSet<FString> PinsToHide;
[UE-2345] BP - enforce const-correctness in native const class method overrides this change introduces enforcement of 'const-correctness' into implemented function graphs. summary: if you have a function declared in C++ like this: UFUNCTION(BlueprintImplementableEvent) int32 MyFunctionThatReturnsSomeValue() const; if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target. if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed. notes: 1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const 2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case 3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified 4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs #codereview Nick.Whiting, Michael.Noland [CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
FBlueprintEditorUtils::GetHiddenPinsForFunction(Graph, Function, PinsToHide);
const bool bShowWorldContextPin = ((PinsToHide.Num() > 0) && BP && BP->ParentClass && BP->ParentClass->HasMetaData(FBlueprintMetadata::MD_ShowWorldContextPin));
// Create the inputs and outputs
bool bAllPinsGood = true;
for (TFieldIterator<UProperty> PropIt(Function); PropIt && (PropIt->PropertyFlags & CPF_Parm); ++PropIt)
{
UProperty* Param = *PropIt;
const bool bIsFunctionInput = !Param->HasAnyPropertyFlags(CPF_ReturnParm) && (!Param->HasAnyPropertyFlags(CPF_OutParm) || Param->HasAnyPropertyFlags(CPF_ReferenceParm));
const bool bIsRefParam = Param->HasAnyPropertyFlags(CPF_ReferenceParm) && bIsFunctionInput;
const EEdGraphPinDirection Direction = bIsFunctionInput ? EGPD_Input : EGPD_Output;
UEdGraphPin* Pin = CreatePin(Direction, TEXT(""), TEXT(""), NULL, false, bIsRefParam, Param->GetName());
const bool bPinGood = (Pin != NULL) && K2Schema->ConvertPropertyToPinType(Param, /*out*/ Pin->PinType);
if (bPinGood)
{
//Flag pin as read only for const reference property
Pin->bDefaultValueIsIgnored = Param->HasAllPropertyFlags(CPF_ConstParm | CPF_ReferenceParm) && (!Function->HasMetaData(FBlueprintMetadata::MD_AutoCreateRefTerm) || Pin->PinType.bIsArray);
const bool bAdvancedPin = Param->HasAllPropertyFlags(CPF_AdvancedDisplay);
Pin->bAdvancedView = bAdvancedPin;
if(bAdvancedPin && (ENodeAdvancedPins::NoPins == AdvancedPinDisplay))
{
AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
}
K2Schema->SetPinDefaultValue(Pin, Function, Param);
// setup the default tool-tip text for this pin
GeneratePinTooltip(*Pin);
if (PinsToHide.Contains(Pin->PinName))
{
FString const DefaultToSelfMetaValue = Function->GetMetaData(FBlueprintMetadata::MD_DefaultToSelf);
FString const WorldContextMetaValue = Function->GetMetaData(FBlueprintMetadata::MD_WorldContext);
bool bIsSelfPin = ((Pin->PinName == DefaultToSelfMetaValue) || (Pin->PinName == WorldContextMetaValue));
if (!bShowWorldContextPin || !bIsSelfPin)
{
Pin->bHidden = true;
K2Schema->SetPinDefaultValueBasedOnType(Pin);
}
}
PostParameterPinCreated(Pin);
}
bAllPinsGood = bAllPinsGood && bPinGood;
}
// If we have an 'enum to exec' parameter, set its default value to something valid so we don't get warnings
if(bWantsEnumToExecExpansion)
{
FString EnumParamName = Function->GetMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs);
UEdGraphPin* EnumParamPin = FindPin(EnumParamName);
if (UEnum* PinEnum = (EnumParamPin ? Cast<UEnum>(EnumParamPin->PinType.PinSubCategoryObject.Get()) : NULL))
{
EnumParamPin->DefaultValue = PinEnum->GetEnumName(0);
}
}
return bAllPinsGood;
}
void UK2Node_CallFunction::PostReconstructNode()
{
Super::PostReconstructNode();
FCustomStructureParamHelper::UpdateCustomStructurePins(GetTargetFunction(), this);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Fixup self node, may have been overridden from old self node
UFunction* Function = GetTargetFunction();
const bool bIsStaticFunc = Function ? Function->HasAllFunctionFlags(FUNC_Static) : false;
UEdGraphPin* SelfPin = FindPin(K2Schema->PN_Self);
if (bIsStaticFunc && SelfPin)
{
// Wire up the self to the CDO of the class if it's not us
if (UBlueprint* BP = GetBlueprint())
{
UClass* FunctionOwnerClass = Function->GetOuterUClass();
if (!BP->SkeletonGeneratedClass->IsChildOf(FunctionOwnerClass))
{
SelfPin->DefaultObject = FunctionOwnerClass->GetDefaultObject();
}
else
{
// In case a non-NULL reference was previously serialized on load, ensure that it's set to NULL here to match what a new node's self pin would be initialized as (see CreatePinsForFunctionCall).
SelfPin->DefaultObject = nullptr;
}
}
}
// Set the return type to the right class of component
UActorComponent* TemplateComp = GetTemplateFromNode();
UEdGraphPin* ReturnPin = GetReturnValuePin();
if(TemplateComp && ReturnPin)
{
ReturnPin->PinType.PinSubCategoryObject = TemplateComp->GetClass();
}
if (UEdGraphPin* TypePickerPin = FDynamicOutputHelper::GetTypePickerPin(this))
{
FDynamicOutputHelper(TypePickerPin).ConformOutputType();
}
}
void UK2Node_CallFunction::DestroyNode()
{
// See if this node has a template
UActorComponent* Template = GetTemplateFromNode();
if (Template != NULL)
{
// Get the blueprint so we can remove it from it
UBlueprint* BlueprintObj = GetBlueprint();
// remove it
BlueprintObj->ComponentTemplates.Remove(Template);
}
Super::DestroyNode();
}
void UK2Node_CallFunction::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (Pin)
{
FCustomStructureParamHelper::UpdateCustomStructurePins(GetTargetFunction(), this, Pin);
}
if (bIsBeadFunction)
{
if (Pin->LinkedTo.Num() == 0)
{
// Commit suicide; bead functions must always have an input and output connection
DestroyNode();
}
}
FDynamicOutputHelper(Pin).ConformOutputType();
}
void UK2Node_CallFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
FDynamicOutputHelper(Pin).ConformOutputType();
}
UFunction* UK2Node_CallFunction::GetTargetFunction() const
{
UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode());
return Function;
}
UFunction* UK2Node_CallFunction::GetTargetFunctionFromSkeletonClass() const
{
UFunction* TargetFunction = nullptr;
UClass* ParentClass = FunctionReference.GetMemberParentClass( GetBlueprintClassFromNode() );
UBlueprint* OwningBP = ParentClass ? Cast<UBlueprint>( ParentClass->ClassGeneratedBy ) : nullptr;
if( UClass* SkeletonClass = OwningBP ? OwningBP->SkeletonGeneratedClass : nullptr )
{
TargetFunction = SkeletonClass->FindFunctionByName( FunctionReference.GetMemberName() );
}
return TargetFunction;
}
UEdGraphPin* UK2Node_CallFunction::GetThenPin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(K2Schema->PN_Then);
check(Pin == NULL || Pin->Direction == EGPD_Output); // If pin exists, it must be output
return Pin;
}
UEdGraphPin* UK2Node_CallFunction::GetReturnValuePin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(K2Schema->PN_ReturnValue);
check(Pin == NULL || Pin->Direction == EGPD_Output); // If pin exists, it must be output
return Pin;
}
bool UK2Node_CallFunction::IsLatentFunction() const
{
if (UFunction* Function = GetTargetFunction())
{
if (Function->HasMetaData(FBlueprintMetadata::MD_Latent))
{
return true;
}
}
return false;
}
bool UK2Node_CallFunction::AllowMultipleSelfs(bool bInputAsArray) const
{
if (UFunction* Function = GetTargetFunction())
{
return CanFunctionSupportMultipleTargets(Function);
}
return Super::AllowMultipleSelfs(bInputAsArray);
}
bool UK2Node_CallFunction::CanFunctionSupportMultipleTargets(UFunction const* Function)
{
bool const bIsImpure = !Function->HasAnyFunctionFlags(FUNC_BlueprintPure);
bool const bIsLatent = Function->HasMetaData(FBlueprintMetadata::MD_Latent);
bool const bHasReturnParam = (Function->GetReturnProperty() != nullptr);
return !bHasReturnParam && bIsImpure && !bIsLatent;
}
bool UK2Node_CallFunction::CanPasteHere(const UEdGraph* TargetGraph) const
{
// Basic check for graph compatibility, etc.
bool bCanPaste = Super::CanPasteHere(TargetGraph);
// We check function context for placability only in the base class case; derived classes are typically bound to
// specific functions that should always be placeable, but may not always be explicitly callable (e.g. InternalUseOnly).
if(bCanPaste && GetClass() == StaticClass())
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
uint32 AllowedFunctionTypes = UEdGraphSchema_K2::EFunctionType::FT_Pure | UEdGraphSchema_K2::EFunctionType::FT_Const | UEdGraphSchema_K2::EFunctionType::FT_Protected;
if(K2Schema->DoesGraphSupportImpureFunctions(TargetGraph))
{
AllowedFunctionTypes |= UEdGraphSchema_K2::EFunctionType::FT_Imperative;
}
UFunction* TargetFunction = GetTargetFunction();
if( !TargetFunction )
{
TargetFunction = GetTargetFunctionFromSkeletonClass();
}
bCanPaste = K2Schema->CanFunctionBeUsedInGraph(FBlueprintEditorUtils::FindBlueprintForGraphChecked(TargetGraph)->GeneratedClass, TargetFunction, TargetGraph, AllowedFunctionTypes, false);
}
return bCanPaste;
}
bool UK2Node_CallFunction::IsActionFilteredOut(FBlueprintActionFilter const& Filter)
{
bool bIsFilteredOut = false;
for(UEdGraph* TargetGraph : Filter.Context.Graphs)
{
bIsFilteredOut |= !CanPasteHere(TargetGraph);
}
return bIsFilteredOut;
}
static FLinearColor GetPalletteIconColor(UFunction const* Function)
{
bool const bIsPure = (Function != nullptr) && Function->HasAnyFunctionFlags(FUNC_BlueprintPure);
if (bIsPure)
{
return GetDefault<UGraphEditorSettings>()->PureFunctionCallNodeTitleColor;
}
return GetDefault<UGraphEditorSettings>()->FunctionCallNodeTitleColor;
}
FName UK2Node_CallFunction::GetPaletteIconForFunction(UFunction const* Function, FLinearColor& OutColor)
{
static const FName NativeMakeFunc(TEXT("NativeMakeFunc"));
static const FName NativeBrakeFunc(TEXT("NativeBreakFunc"));
if (Function && Function->HasMetaData(NativeMakeFunc))
{
return TEXT("GraphEditor.MakeStruct_16x");
}
else if (Function && Function->HasMetaData(NativeBrakeFunc))
{
return TEXT("GraphEditor.BreakStruct_16x");
}
// Check to see if the function is calling an function that could be an event, display the event icon instead.
else if (Function && UEdGraphSchema_K2::FunctionCanBePlacedAsEvent(Function))
{
return TEXT("GraphEditor.Event_16x");
}
else
{
OutColor = GetPalletteIconColor(Function);
return TEXT("Kismet.AllClasses.FunctionIcon");
}
}
FLinearColor UK2Node_CallFunction::GetNodeTitleColor() const
{
return GetPalletteIconColor(GetTargetFunction());
}
FText UK2Node_CallFunction::GetTooltipText() const
{
FText Tooltip;
UFunction* Function = GetTargetFunction();
if (Function == nullptr)
{
return FText::Format(LOCTEXT("CallUnknownFunction", "Call unknown function {0}"), FText::FromName(FunctionReference.GetMemberName()));
}
else if (CachedTooltip.IsOutOfDate(this))
{
FText BaseTooltip = FText::FromString(GetDefaultTooltipForFunction(Function));
FFormatNamedArguments Args;
Args.Add(TEXT("DefaultTooltip"), BaseTooltip);
if (Function->HasAllFunctionFlags(FUNC_BlueprintAuthorityOnly))
{
Args.Add(
TEXT("ClientString"),
NSLOCTEXT("K2Node", "ServerFunction", "Authority Only. This function will only execute on the server.")
);
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip.SetCachedText(FText::Format(LOCTEXT("CallFunction_SubtitledTooltip", "{DefaultTooltip}\n\n{ClientString}"), Args), this);
}
else if (Function->HasAllFunctionFlags(FUNC_BlueprintCosmetic))
{
Args.Add(
TEXT("ClientString"),
NSLOCTEXT("K2Node", "ClientEvent", "Cosmetic. This event is only for cosmetic, non-gameplay actions.")
);
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip.SetCachedText(FText::Format(LOCTEXT("CallFunction_SubtitledTooltip", "{DefaultTooltip}\n\n{ClientString}"), Args), this);
}
else
{
CachedTooltip.SetCachedText(BaseTooltip, this);
}
}
return CachedTooltip;
}
void UK2Node_CallFunction::GeneratePinTooltipFromFunction(UEdGraphPin& Pin, const UFunction* Function)
{
// figure what tag we should be parsing for (is this a return-val pin, or a parameter?)
FString ParamName;
FString TagStr = TEXT("@param");
const bool bReturnPin = Pin.PinName == UEdGraphSchema_K2::PN_ReturnValue;
if (bReturnPin)
{
TagStr = TEXT("@return");
}
else
{
ParamName = Pin.PinName.ToLower();
}
// grab the the function's comment block for us to parse
FString FunctionToolTipText = Function->GetToolTipText().ToString();
int32 CurStrPos = INDEX_NONE;
int32 FullToolTipLen = FunctionToolTipText.Len();
// parse the full function tooltip text, looking for tag lines
do
{
CurStrPos = FunctionToolTipText.Find(TagStr, ESearchCase::IgnoreCase, ESearchDir::FromStart, CurStrPos);
if (CurStrPos == INDEX_NONE) // if the tag wasn't found
{
break;
}
// advance past the tag
CurStrPos += TagStr.Len();
// handle people having done @returns instead of @return
if (bReturnPin && CurStrPos < FullToolTipLen && FunctionToolTipText[CurStrPos] == TEXT('s'))
{
++CurStrPos;
}
// advance past whitespace
while(CurStrPos < FullToolTipLen && FChar::IsWhitespace(FunctionToolTipText[CurStrPos]))
{
++CurStrPos;
}
// if this is a parameter pin
if (!ParamName.IsEmpty())
{
FString TagParamName;
// copy the parameter name
while (CurStrPos < FullToolTipLen && !FChar::IsWhitespace(FunctionToolTipText[CurStrPos]))
{
TagParamName.AppendChar(FunctionToolTipText[CurStrPos++]);
}
// if this @param tag doesn't match the param we're looking for
if (TagParamName != ParamName)
{
continue;
}
}
// advance past whitespace (get to the meat of the comment)
// since many doxygen style @param use the format "@param <param name> - <comment>" we also strip - if it is before we get to any other non-whitespace
while(CurStrPos < FullToolTipLen && (FChar::IsWhitespace(FunctionToolTipText[CurStrPos]) || FunctionToolTipText[CurStrPos] == '-'))
{
++CurStrPos;
}
FString ParamDesc;
// collect the param/return-val description
while (CurStrPos < FullToolTipLen && FunctionToolTipText[CurStrPos] != TEXT('@'))
{
// advance past newline
while(CurStrPos < FullToolTipLen && FChar::IsLinebreak(FunctionToolTipText[CurStrPos]))
{
++CurStrPos;
// advance past whitespace at the start of a new line
while(CurStrPos < FullToolTipLen && FChar::IsWhitespace(FunctionToolTipText[CurStrPos]))
{
++CurStrPos;
}
// replace the newline with a single space
if(!FChar::IsLinebreak(FunctionToolTipText[CurStrPos]))
{
ParamDesc.AppendChar(TEXT(' '));
}
}
if (FunctionToolTipText[CurStrPos] != TEXT('@'))
{
ParamDesc.AppendChar(FunctionToolTipText[CurStrPos++]);
}
}
// trim any trailing whitespace from the descriptive text
ParamDesc.TrimTrailing();
// if we came up with a valid description for the param/return-val
if (!ParamDesc.IsEmpty())
{
Pin.PinToolTip += ParamDesc;
break; // we found a match, so there's no need to continue
}
} while (CurStrPos < FullToolTipLen);
GetDefault<UEdGraphSchema_K2>()->ConstructBasicPinTooltip(Pin, FText::FromString(Pin.PinToolTip), Pin.PinToolTip);
}
FText UK2Node_CallFunction::GetUserFacingFunctionName(const UFunction* Function)
{
return Function->GetDisplayNameText();
}
FString UK2Node_CallFunction::GetDefaultTooltipForFunction(const UFunction* Function)
{
FString Tooltip;
if (Function != NULL)
{
Tooltip = Function->GetToolTipText().ToString();
}
if (!Tooltip.IsEmpty())
{
// Strip off the doxygen nastiness
static const FString DoxygenParam(TEXT("@param"));
static const FString DoxygenReturn(TEXT("@return"));
static const FString DoxygenSee(TEXT("@see"));
Tooltip.Split(DoxygenParam, &Tooltip, nullptr, ESearchCase::IgnoreCase, ESearchDir::FromStart);
Tooltip.Split(DoxygenReturn, &Tooltip, nullptr, ESearchCase::IgnoreCase, ESearchDir::FromStart);
Tooltip.Split(DoxygenSee, &Tooltip, nullptr, ESearchCase::IgnoreCase, ESearchDir::FromStart);
Tooltip.Trim();
Tooltip.TrimTrailing();
UClass* CurrentSelfClass = (Function != NULL) ? Function->GetOwnerClass() : NULL;
UClass const* TrueSelfClass = CurrentSelfClass;
if (CurrentSelfClass && CurrentSelfClass->ClassGeneratedBy)
{
TrueSelfClass = CurrentSelfClass->GetAuthoritativeClass();
}
FText TargetDisplayText = (TrueSelfClass != NULL) ? TrueSelfClass->GetDisplayNameText() : LOCTEXT("None", "None");
FFormatNamedArguments Args;
Args.Add(TEXT("TargetName"), TargetDisplayText);
Args.Add(TEXT("Tooltip"), FText::FromString(Tooltip));
return FText::Format(LOCTEXT("CallFunction_Tooltip", "{Tooltip}\n\nTarget is {TargetName}"), Args).ToString();
}
else
{
return GetUserFacingFunctionName(Function).ToString();
}
}
FString UK2Node_CallFunction::GetDefaultCategoryForFunction(const UFunction* Function, const FString& BaseCategory)
{
FString NodeCategory = BaseCategory;
if( Function->HasMetaData(FBlueprintMetadata::MD_FunctionCategory) )
{
// Add seperator if base category is supplied
if(NodeCategory.Len() > 0)
{
NodeCategory += TEXT("|");
}
// Add category from function
FString FuncCategory = Function->GetMetaData(FBlueprintMetadata::MD_FunctionCategory);
if( GEditor && GetDefault<UEditorStyleSettings>()->bShowFriendlyNames )
{
FuncCategory = FName::NameToDisplayString( FuncCategory, false );
}
NodeCategory += FuncCategory;
}
return NodeCategory;
}
FText UK2Node_CallFunction::GetKeywordsForFunction(const UFunction* Function)
{
// If the friendly name and real function name do not match add the real function name friendly name as a keyword.
FString Keywords;
if( Function->GetName() != GetUserFacingFunctionName(Function).ToString() )
{
Keywords = Function->GetName();
}
if (ShouldDrawCompact(Function))
{
Keywords.AppendChar(TEXT(' '));
Keywords += GetCompactNodeTitle(Function);
}
FText MetadataKeywords = Function->GetMetaDataText(FBlueprintMetadata::MD_FunctionKeywords, TEXT("UObjectKeywords"), Function->GetFullGroupName(false));
FText ResultKeywords;
if (!MetadataKeywords.IsEmpty())
{
FFormatNamedArguments Args;
Args.Add(TEXT("Name"), FText::FromString(Keywords));
Args.Add(TEXT("MetadataKeywords"), MetadataKeywords);
ResultKeywords = FText::Format(FText::FromString("{Name} {MetadataKeywords}"), Args);
}
return ResultKeywords;
}
void UK2Node_CallFunction::SetFromFunction(const UFunction* Function)
{
if (Function != NULL)
{
bIsPureFunc = Function->HasAnyFunctionFlags(FUNC_BlueprintPure);
bIsConstFunc = Function->HasAnyFunctionFlags(FUNC_Const);
DetermineWantsEnumToExecExpansion(Function);
FunctionReference.SetFromField<UFunction>(Function, GetBlueprintClassFromNode());
}
}
FString UK2Node_CallFunction::GetDocumentationLink() const
{
UClass* ParentClass = NULL;
if (FunctionReference.IsSelfContext())
{
if (HasValidBlueprint())
{
UFunction* Function = FindField<UFunction>(GetBlueprint()->GeneratedClass, FunctionReference.GetMemberName());
if (Function != NULL)
{
ParentClass = Function->GetOwnerClass();
}
}
}
else
{
ParentClass = FunctionReference.GetMemberParentClass(GetBlueprintClassFromNode());
}
if (ParentClass != NULL)
{
return FString::Printf(TEXT("Shared/GraphNodes/Blueprint/%s%s"), ParentClass->GetPrefixCPP(), *ParentClass->GetName());
}
return FString("Shared/GraphNodes/Blueprint/UK2Node_CallFunction");
}
FString UK2Node_CallFunction::GetDocumentationExcerptName() const
{
return FunctionReference.GetMemberName().ToString();
}
FString UK2Node_CallFunction::GetDescriptiveCompiledName() const
{
return FString(TEXT("CallFunc_")) + FunctionReference.GetMemberName().ToString();
}
bool UK2Node_CallFunction::ShouldDrawCompact(const UFunction* Function)
{
return (Function != NULL) && Function->HasMetaData(FBlueprintMetadata::MD_CompactNodeTitle);
}
bool UK2Node_CallFunction::ShouldDrawCompact() const
{
UFunction* Function = GetTargetFunction();
return ShouldDrawCompact(Function);
}
bool UK2Node_CallFunction::ShouldDrawAsBead() const
{
return bIsBeadFunction;
}
bool UK2Node_CallFunction::ShouldShowNodeProperties() const
{
// Show node properties if this corresponds to a function graph
if (FunctionReference.GetMemberName() != NAME_None)
{
return FindObject<UEdGraph>(GetBlueprint(), *(FunctionReference.GetMemberName().ToString())) != NULL;
}
return false;
}
FString UK2Node_CallFunction::GetCompactNodeTitle(const UFunction* Function)
{
static const FString ProgrammerMultiplicationSymbol = TEXT("*");
static const FString CommonMultiplicationSymbol = TEXT("\xD7");
static const FString ProgrammerDivisionSymbol = TEXT("/");
static const FString CommonDivisionSymbol = TEXT("\xF7");
static const FString ProgrammerConversionSymbol = TEXT("->");
static const FString CommonConversionSymbol = TEXT("\x2022");
const FString OperatorTitle = Function->GetMetaData(FBlueprintMetadata::MD_CompactNodeTitle);
if (!OperatorTitle.IsEmpty())
{
if (OperatorTitle == ProgrammerMultiplicationSymbol)
{
return CommonMultiplicationSymbol;
}
else if (OperatorTitle == ProgrammerDivisionSymbol)
{
return CommonDivisionSymbol;
}
else if (OperatorTitle == ProgrammerConversionSymbol)
{
return CommonConversionSymbol;
}
else
{
return OperatorTitle;
}
}
return Function->GetName();
}
FText UK2Node_CallFunction::GetCompactNodeTitle() const
{
UFunction* Function = GetTargetFunction();
if (Function != NULL)
{
return FText::FromString(GetCompactNodeTitle(Function));
}
else
{
return Super::GetCompactNodeTitle();
}
}
void UK2Node_CallFunction::GetRedirectPinNames(const UEdGraphPin& Pin, TArray<FString>& RedirectPinNames) const
{
Super::GetRedirectPinNames(Pin, RedirectPinNames);
if (RedirectPinNames.Num() > 0)
{
const FString OldPinName = RedirectPinNames[0];
// first add functionname.param
RedirectPinNames.Add(FString::Printf(TEXT("%s.%s"), *FunctionReference.GetMemberName().ToString(), *OldPinName));
// if there is class, also add an option for class.functionname.param
UClass* FunctionClass = FunctionReference.GetMemberParentClass(GetBlueprintClassFromNode());
while (FunctionClass)
{
RedirectPinNames.Add(FString::Printf(TEXT("%s.%s.%s"), *FunctionClass->GetName(), *FunctionReference.GetMemberName().ToString(), *OldPinName));
FunctionClass = FunctionClass->GetSuperClass();
}
}
}
bool UK2Node_CallFunction::IsSelfPinCompatibleWithBlueprintContext(UEdGraphPin *SelfPin, UBlueprint* BlueprintObj) const
{
check(BlueprintObj);
UClass* FunctionClass = FunctionReference.GetMemberParentClass(GetBlueprintClassFromNode());
bool bIsCompatible = (SelfPin != NULL) ? SelfPin->bHidden : true;
if (!bIsCompatible && (BlueprintObj->GeneratedClass != NULL))
{
bIsCompatible |= BlueprintObj->GeneratedClass->IsChildOf(FunctionClass);
}
if (!bIsCompatible && (BlueprintObj->SkeletonGeneratedClass != NULL))
{
bIsCompatible |= BlueprintObj->SkeletonGeneratedClass->IsChildOf(FunctionClass);
}
return bIsCompatible;
}
void UK2Node_CallFunction::EnsureFunctionIsInBlueprint()
{
// Ensure we're calling a function in a context related to our blueprint. If not,
// reassigning the class and then calling ReconstructNodes will re-wire the pins correctly
if (UFunction* Function = GetTargetFunction())
{
UClass* FunctionOwnerClass = Function->GetOuterUClass();
UObject* FunctionGenerator = FunctionOwnerClass ? FunctionOwnerClass->ClassGeneratedBy : NULL;
// If function is generated from a blueprint object then dbl check self pin compatibility
UEdGraphPin* SelfPin = GetDefault<UEdGraphSchema_K2>()->FindSelfPin(*this, EGPD_Input);
if ((FunctionGenerator != NULL) && SelfPin)
{
UBlueprint* BlueprintObj = FBlueprintEditorUtils::FindBlueprintForNode(this);
if ((BlueprintObj != NULL) && !IsSelfPinCompatibleWithBlueprintContext(SelfPin, BlueprintObj))
{
FunctionReference.SetSelfMember(Function->GetFName());
}
}
}
}
void UK2Node_CallFunction::PostPasteNode()
{
Super::PostPasteNode();
EnsureFunctionIsInBlueprint();
UFunction* Function = GetTargetFunction();
if(Function != NULL)
{
// After pasting we need to go through and ensure the hidden the self pins is correct in case the source blueprint had different metadata
TSet<FString> PinsToHide;
[UE-2345] BP - enforce const-correctness in native const class method overrides this change introduces enforcement of 'const-correctness' into implemented function graphs. summary: if you have a function declared in C++ like this: UFUNCTION(BlueprintImplementableEvent) int32 MyFunctionThatReturnsSomeValue() const; if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target. if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed. notes: 1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const 2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case 3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified 4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs #codereview Nick.Whiting, Michael.Noland [CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
FBlueprintEditorUtils::GetHiddenPinsForFunction(GetGraph(), Function, PinsToHide);
const bool bShowWorldContextPin = ((PinsToHide.Num() > 0) && GetBlueprint()->ParentClass->HasMetaData(FBlueprintMetadata::MD_ShowWorldContextPin));
FString const DefaultToSelfMetaValue = Function->GetMetaData(FBlueprintMetadata::MD_DefaultToSelf);
FString const WorldContextMetaValue = Function->GetMetaData(FBlueprintMetadata::MD_WorldContext);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Pins[PinIndex];
bool bIsSelfPin = ((Pin->PinName == DefaultToSelfMetaValue) || (Pin->PinName == WorldContextMetaValue));
bool bPinShouldBeHidden = PinsToHide.Contains(Pin->PinName) && (!bShowWorldContextPin || !bIsSelfPin);
if (bPinShouldBeHidden && !Pin->bHidden)
{
Pin->BreakAllPinLinks();
K2Schema->SetPinDefaultValueBasedOnType(Pin);
}
Pin->bHidden = bPinShouldBeHidden;
}
}
}
void UK2Node_CallFunction::PostDuplicate(bool bDuplicateForPIE)
{
Super::PostDuplicate(bDuplicateForPIE);
if (!bDuplicateForPIE && (!this->HasAnyFlags(RF_Transient)))
{
FunctionReference.InvalidateScope();
EnsureFunctionIsInBlueprint();
}
}
void UK2Node_CallFunction::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
const UBlueprint* Blueprint = GetBlueprint();
UFunction *Function = GetTargetFunction();
if (Function == NULL)
{
FString OwnerName;
if (Blueprint != nullptr)
{
OwnerName = Blueprint->GetName();
if (UClass* FuncOwnerClass = FunctionReference.GetMemberParentClass(Blueprint->GeneratedClass))
{
OwnerName = FuncOwnerClass->GetName();
}
}
FString const FunctName = FunctionReference.GetMemberName().ToString();
FText const WarningFormat = LOCTEXT("FunctionNotFound", "Could not find a function named \"%s\" in '%s'.\nMake sure '%s' has been compiled for @@");
MessageLog.Error(*FString::Printf(*WarningFormat.ToString(), *FunctName, *OwnerName, *OwnerName), this);
}
else if (Function->HasMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs) && bWantsEnumToExecExpansion == false)
{
const FString& EnumParamName = Function->GetMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs);
MessageLog.Warning(*FString::Printf(*LOCTEXT("EnumToExecExpansionFailed", "Unable to find enum parameter with name '%s' to expand for @@").ToString(), *EnumParamName), this);
}
if (Function)
{
// enforce UnsafeDuringActorConstruction keyword
if (Function->HasMetaData(FBlueprintMetadata::MD_UnsafeForConstructionScripts))
{
// emit warning if we are in a construction script
UEdGraph const* const Graph = GetGraph();
UEdGraphSchema_K2 const* const Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
bool bNodeIsInConstructionScript = Schema && Schema->IsConstructionScript(Graph);
if (bNodeIsInConstructionScript == false)
{
// IsConstructionScript() can return false if graph was cloned from the construction script
// in that case, check the function entry
TArray<const UK2Node_FunctionEntry*> EntryPoints;
Graph->GetNodesOfClass(EntryPoints);
if (EntryPoints.Num() == 1)
{
UK2Node_FunctionEntry const* const Node = EntryPoints[0];
if (Node)
{
UFunction* const SignatureFunction = FindField<UFunction>(Node->SignatureClass, Node->SignatureName);
bNodeIsInConstructionScript = SignatureFunction && (SignatureFunction->GetFName() == Schema->FN_UserConstructionScript);
}
}
}
if ( bNodeIsInConstructionScript )
{
MessageLog.Warning(*LOCTEXT("FunctionUnsafeDuringConstruction", "Function '@@' is unsafe to call in a construction script.").ToString(), this);
}
}
// enforce WorldContext restrictions
const bool bInsideBpFuncLibrary = Blueprint && (BPTYPE_FunctionLibrary == Blueprint->BlueprintType);
if (!bInsideBpFuncLibrary &&
Function->HasMetaData(FBlueprintMetadata::MD_WorldContext) &&
!Function->HasMetaData(FBlueprintMetadata::MD_CallableWithoutWorldContext))
{
check(Blueprint);
UClass* ParentClass = Blueprint->ParentClass;
check(ParentClass);
if (ParentClass && !ParentClass->GetDefaultObject()->ImplementsGetWorld() && !ParentClass->HasMetaData(FBlueprintMetadata::MD_ShowWorldContextPin))
{
MessageLog.Warning(*LOCTEXT("FunctionUnsafeInContext", "Function '@@' is unsafe to call from blueprints of class '@@'.").ToString(), this, ParentClass);
}
}
}
FDynamicOutputHelper::VerifyNode(this, MessageLog);
}
void UK2Node_CallFunction::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
if (Ar.IsLoading())
{
if (Ar.UE4Ver() < VER_UE4_SWITCH_CALL_NODE_TO_USE_MEMBER_REFERENCE)
{
UFunction* Function = FindField<UFunction>(CallFunctionClass_DEPRECATED, CallFunctionName_DEPRECATED);
const bool bProbablySelfCall = (CallFunctionClass_DEPRECATED == NULL) || ((Function != NULL) && (Function->GetOuterUClass()->ClassGeneratedBy == GetBlueprint()));
FunctionReference.SetDirect(CallFunctionName_DEPRECATED, FGuid(), CallFunctionClass_DEPRECATED, bProbablySelfCall);
}
if(Ar.UE4Ver() < VER_UE4_K2NODE_REFERENCEGUIDS)
{
FGuid FunctionGuid;
if (UBlueprint::GetGuidFromClassByFieldName<UFunction>(GetBlueprint()->GeneratedClass, FunctionReference.GetMemberName(), FunctionGuid))
{
const bool bSelf = FunctionReference.IsSelfContext();
FunctionReference.SetDirect(FunctionReference.GetMemberName(), FunctionGuid, (bSelf ? NULL : FunctionReference.GetMemberParentClass((UClass*)NULL)), bSelf);
}
}
}
}
void UK2Node_CallFunction::PostPlacedNewNode()
{
Super::PostPlacedNewNode();
// Try re-setting the function given our new parent scope, in case it turns an external to an internal, or vis versa
FunctionReference.RefreshGivenNewSelfScope<UFunction>(GetBlueprintClassFromNode());
}
FNodeHandlingFunctor* UK2Node_CallFunction::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_CallFunction(CompilerContext);
}
void UK2Node_CallFunction::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
UFunction* Function = GetTargetFunction();
// connect DefaultToSelf and WorldContext inside static functions to proper 'self'
[UE-2345] BP - enforce const-correctness in native const class method overrides this change introduces enforcement of 'const-correctness' into implemented function graphs. summary: if you have a function declared in C++ like this: UFUNCTION(BlueprintImplementableEvent) int32 MyFunctionThatReturnsSomeValue() const; if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target. if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed. notes: 1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const 2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case 3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified 4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs #codereview Nick.Whiting, Michael.Noland [CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
if (SourceGraph && Schema->IsStaticFunctionGraph(SourceGraph) && Function)
{
TArray<UK2Node_FunctionEntry*> EntryPoints;
SourceGraph->GetNodesOfClass(EntryPoints);
if (1 != EntryPoints.Num())
{
CompilerContext.MessageLog.Warning(*FString::Printf(*LOCTEXT("WrongEntryPointsNum", "%i entry points found while expanding node @@").ToString(), EntryPoints.Num()), this);
}
else if (auto BetterSelfPin = EntryPoints[0]->GetAutoWorldContextPin())
{
FString const DefaultToSelfMetaValue = Function->GetMetaData(FBlueprintMetadata::MD_DefaultToSelf);
FString const WorldContextMetaValue = Function->GetMetaData(FBlueprintMetadata::MD_WorldContext);
struct FStructConnectHelper
{
static void Connect(const FString& PinName, UK2Node* Node, UEdGraphPin* BetterSelf, const UEdGraphSchema_K2* InSchema, FCompilerResultsLog& MessageLog)
{
auto Pin = Node->FindPin(PinName);
if (!PinName.IsEmpty() && Pin && !Pin->LinkedTo.Num())
{
const bool bConnected = InSchema->TryCreateConnection(Pin, BetterSelf);
if (!bConnected)
{
MessageLog.Warning(*LOCTEXT("DefaultToSelfNotConnected", "DefaultToSelf pin @@ from node @@ cannot be connected to @@").ToString(), Pin, Node, BetterSelf);
}
}
}
};
FStructConnectHelper::Connect(DefaultToSelfMetaValue, this, BetterSelfPin, Schema, CompilerContext.MessageLog);
if (!Function->HasMetaData(FBlueprintMetadata::MD_CallableWithoutWorldContext))
{
FStructConnectHelper::Connect(WorldContextMetaValue, this, BetterSelfPin, Schema, CompilerContext.MessageLog);
}
}
}
// If we have an enum param that is expanded, we handle that first
if(bWantsEnumToExecExpansion)
{
if(Function)
{
// Get the metadata that identifies which param is the enum, and try and find it
const FString& EnumParamName = Function->GetMetaData(FBlueprintMetadata::MD_ExpandEnumAsExecs);
UByteProperty* EnumProp = FindField<UByteProperty>(Function, FName(*EnumParamName));
UEdGraphPin* EnumParamPin = FindPinChecked(EnumParamName);
if(EnumProp != NULL && EnumProp->Enum != NULL)
{
// Expanded as input execs pins
if (EnumParamPin->Direction == EGPD_Input)
{
// Create normal exec input
UEdGraphPin* ExecutePin = CreatePin(EGPD_Input, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Execute);
// Create temp enum variable
UK2Node_TemporaryVariable* TempEnumVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
TempEnumVarNode->VariableType.PinCategory = Schema->PC_Byte;
TempEnumVarNode->VariableType.PinSubCategoryObject = EnumProp->Enum;
TempEnumVarNode->AllocateDefaultPins();
// Get the output pin
UEdGraphPin* TempEnumVarOutput = TempEnumVarNode->GetVariablePin();
// Connect temp enum variable to (hidden) enum pin
Schema->TryCreateConnection(TempEnumVarOutput, EnumParamPin);
// Now we want to iterate over other exec inputs...
for(int32 PinIdx=Pins.Num()-1; PinIdx>=0; PinIdx--)
{
UEdGraphPin* Pin = Pins[PinIdx];
if( Pin != NULL &&
Pin != ExecutePin &&
Pin->Direction == EGPD_Input &&
Pin->PinType.PinCategory == Schema->PC_Exec )
{
// Create node to set the temp enum var
UK2Node_AssignmentStatement* AssignNode = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
AssignNode->AllocateDefaultPins();
// Move connections from fake 'enum exec' pint to this assignment node
CompilerContext.MovePinLinksToIntermediate(*Pin, *AssignNode->GetExecPin());
// Connect this to out temp enum var
Schema->TryCreateConnection(AssignNode->GetVariablePin(), TempEnumVarOutput);
// Connect exec output to 'real' exec pin
Schema->TryCreateConnection(AssignNode->GetThenPin(), ExecutePin);
// set the literal enum value to set to
AssignNode->GetValuePin()->DefaultValue = Pin->PinName;
// Finally remove this 'cosmetic' exec pin
Pins.RemoveAt(PinIdx);
}
}
}
// Expanded as output execs pins
else if (EnumParamPin->Direction == EGPD_Output)
{
// Create normal exec output
UEdGraphPin* ExecutePin = CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Execute);
// Create a SwitchEnum node to switch on the output enum
UK2Node_SwitchEnum* SwitchEnumNode = CompilerContext.SpawnIntermediateNode<UK2Node_SwitchEnum>(this, SourceGraph);
UEnum* EnumObject = Cast<UEnum>(EnumParamPin->PinType.PinSubCategoryObject.Get());
SwitchEnumNode->SetEnum(EnumObject);
SwitchEnumNode->AllocateDefaultPins();
// Hook up execution to the switch node
Schema->TryCreateConnection(ExecutePin, SwitchEnumNode->GetExecPin());
// Connect (hidden) enum pin to switch node's selection pin
Schema->TryCreateConnection(EnumParamPin, SwitchEnumNode->GetSelectionPin());
// Now we want to iterate over other exec outputs
for(int32 PinIdx=Pins.Num()-1; PinIdx>=0; PinIdx--)
{
UEdGraphPin* Pin = Pins[PinIdx];
if( Pin != NULL &&
Pin != ExecutePin &&
Pin->Direction == EGPD_Output &&
Pin->PinType.PinCategory == Schema->PC_Exec )
{
// Move connections from fake 'enum exec' pint to this switch node
CompilerContext.MovePinLinksToIntermediate(*Pin, *SwitchEnumNode->FindPinChecked(Pin->PinName));
// Finally remove this 'cosmetic' exec pin
Pins.RemoveAt(PinIdx);
}
}
}
}
}
}
// AUTO CREATED REFS
{
if ( Function )
{
TArray<FString> AutoCreateRefTermPinNames;
const bool bHasAutoCreateRefTerms = Function->HasMetaData(FBlueprintMetadata::MD_AutoCreateRefTerm);
if ( bHasAutoCreateRefTerms )
{
CompilerContext.GetSchema()->GetAutoEmitTermParameters(Function, AutoCreateRefTermPinNames);
}
for ( auto Pin : Pins )
{
if ( Pin && bHasAutoCreateRefTerms && AutoCreateRefTermPinNames.Contains(Pin->PinName) )
{
const bool bValidAutoRefPin = Pin->PinType.bIsReference
&& !CompilerContext.GetSchema()->IsMetaPin(*Pin)
&& ( Pin->Direction == EGPD_Input )
&& !Pin->LinkedTo.Num();
if ( bValidAutoRefPin )
{
const bool bHasDefaultValue = !Pin->DefaultValue.IsEmpty() || Pin->DefaultObject || !Pin->DefaultTextValue.IsEmpty();
//default values can be reset when the pin is connected
const auto DefaultValue = Pin->DefaultValue;
const auto DefaultObject = Pin->DefaultObject;
const auto DefaultTextValue = Pin->DefaultTextValue;
const auto AutogeneratedDefaultValue = Pin->AutogeneratedDefaultValue;
auto ValuePin = InnerHandleAutoCreateRef(this, Pin, CompilerContext, SourceGraph, bHasDefaultValue);
if ( ValuePin )
{
if (!DefaultObject && DefaultTextValue.IsEmpty() && (DefaultValue == AutogeneratedDefaultValue))
{
// Use the latest code to set default value
Schema->SetPinDefaultValueBasedOnType(ValuePin);
}
else
{
ValuePin->DefaultValue = DefaultValue;
ValuePin->DefaultObject = DefaultObject;
ValuePin->DefaultTextValue = DefaultTextValue;
}
}
}
}
}
}
}
// Then we go through and expand out array iteration if necessary
const bool bAllowMultipleSelfs = AllowMultipleSelfs(true);
UEdGraphPin* MultiSelf = Schema->FindSelfPin(*this, EEdGraphPinDirection::EGPD_Input);
if(bAllowMultipleSelfs && MultiSelf && !MultiSelf->PinType.bIsArray)
{
const bool bProperInputToExpandForEach =
(1 == MultiSelf->LinkedTo.Num()) &&
(NULL != MultiSelf->LinkedTo[0]) &&
(MultiSelf->LinkedTo[0]->PinType.bIsArray);
if(bProperInputToExpandForEach)
{
CallForEachElementInArrayExpansion(this, MultiSelf, CompilerContext, SourceGraph);
}
}
}
UEdGraphPin* UK2Node_CallFunction::InnerHandleAutoCreateRef(UK2Node* Node, UEdGraphPin* Pin, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, bool bForceAssignment)
{
const bool bAddAssigment = !Pin->PinType.bIsArray && bForceAssignment;
// ADD LOCAL VARIABLE
UK2Node_TemporaryVariable* LocalVariable = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(Node, SourceGraph);
LocalVariable->VariableType = Pin->PinType;
LocalVariable->VariableType.bIsReference = false;
LocalVariable->AllocateDefaultPins();
if (!bAddAssigment)
{
if (!CompilerContext.GetSchema()->TryCreateConnection(LocalVariable->GetVariablePin(), Pin))
{
CompilerContext.MessageLog.Error(*LOCTEXT("AutoCreateRefTermPin_NotConnected", "AutoCreateRefTerm Expansion: Pin @@ cannot be connected to @@").ToString(), LocalVariable->GetVariablePin(), Pin);
return NULL;
}
}
// ADD ASSIGMENT
else
{
// TODO connect to dest..
UK2Node_PureAssignmentStatement* AssignDefaultValue = CompilerContext.SpawnIntermediateNode<UK2Node_PureAssignmentStatement>(Node, SourceGraph);
AssignDefaultValue->AllocateDefaultPins();
const bool bVariableConnected = CompilerContext.GetSchema()->TryCreateConnection(AssignDefaultValue->GetVariablePin(), LocalVariable->GetVariablePin());
const bool bOutputConnected = CompilerContext.GetSchema()->TryCreateConnection(AssignDefaultValue->GetOutputPin(), Pin);
if (!bVariableConnected || !bOutputConnected)
{
CompilerContext.MessageLog.Error(*LOCTEXT("AutoCreateRefTermPin_AssignmentError", "AutoCreateRefTerm Expansion: Assignment Error @@").ToString(), AssignDefaultValue);
return NULL;
}
CompilerContext.GetSchema()->SetPinDefaultValueBasedOnType(AssignDefaultValue->GetValuePin());
return AssignDefaultValue->GetValuePin();
}
return NULL;
}
void UK2Node_CallFunction::CallForEachElementInArrayExpansion(UK2Node* Node, UEdGraphPin* MultiSelf, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
check(Node && MultiSelf && SourceGraph && Schema);
const bool bProperInputToExpandForEach =
(1 == MultiSelf->LinkedTo.Num()) &&
(NULL != MultiSelf->LinkedTo[0]) &&
(MultiSelf->LinkedTo[0]->PinType.bIsArray);
ensure(bProperInputToExpandForEach);
UEdGraphPin* ThenPin = Node->FindPinChecked(Schema->PN_Then);
// Create int Iterator
UK2Node_TemporaryVariable* IteratorVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(Node, SourceGraph);
IteratorVar->VariableType.PinCategory = Schema->PC_Int;
IteratorVar->AllocateDefaultPins();
// Initialize iterator
UK2Node_AssignmentStatement* InteratorInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph);
InteratorInitialize->AllocateDefaultPins();
InteratorInitialize->GetValuePin()->DefaultValue = TEXT("0");
Schema->TryCreateConnection(IteratorVar->GetVariablePin(), InteratorInitialize->GetVariablePin());
CompilerContext.MovePinLinksToIntermediate(*Node->GetExecPin(), *InteratorInitialize->GetExecPin());
// Do loop branch
UK2Node_IfThenElse* Branch = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(Node, SourceGraph);
Branch->AllocateDefaultPins();
Schema->TryCreateConnection(InteratorInitialize->GetThenPin(), Branch->GetExecPin());
CompilerContext.MovePinLinksToIntermediate(*ThenPin, *Branch->GetElsePin());
// Do loop condition
UK2Node_CallFunction* Condition = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(Node, SourceGraph);
Condition->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Less_IntInt")));
Condition->AllocateDefaultPins();
Schema->TryCreateConnection(Condition->GetReturnValuePin(), Branch->GetConditionPin());
Schema->TryCreateConnection(Condition->FindPinChecked(TEXT("A")), IteratorVar->GetVariablePin());
// Array size
UK2Node_CallArrayFunction* ArrayLength = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(Node, SourceGraph);
ArrayLength->SetFromFunction(UKismetArrayLibrary::StaticClass()->FindFunctionByName(TEXT("Array_Length")));
ArrayLength->AllocateDefaultPins();
CompilerContext.CopyPinLinksToIntermediate(*MultiSelf, *ArrayLength->GetTargetArrayPin());
ArrayLength->PinConnectionListChanged(ArrayLength->GetTargetArrayPin());
Schema->TryCreateConnection(Condition->FindPinChecked(TEXT("B")), ArrayLength->GetReturnValuePin());
// Get Element
UK2Node_CallArrayFunction* GetElement = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(Node, SourceGraph);
GetElement->SetFromFunction(UKismetArrayLibrary::StaticClass()->FindFunctionByName(TEXT("Array_Get")));
GetElement->AllocateDefaultPins();
CompilerContext.CopyPinLinksToIntermediate(*MultiSelf, *GetElement->GetTargetArrayPin());
GetElement->PinConnectionListChanged(GetElement->GetTargetArrayPin());
Schema->TryCreateConnection(GetElement->FindPinChecked(TEXT("Index")), IteratorVar->GetVariablePin());
// Iterator increment
UK2Node_CallFunction* Increment = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(Node, SourceGraph);
Increment->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Add_IntInt")));
Increment->AllocateDefaultPins();
Schema->TryCreateConnection(Increment->FindPinChecked(TEXT("A")), IteratorVar->GetVariablePin());
Increment->FindPinChecked(TEXT("B"))->DefaultValue = TEXT("1");
// Iterator assigned
UK2Node_AssignmentStatement* IteratorAssign = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph);
IteratorAssign->AllocateDefaultPins();
Schema->TryCreateConnection(IteratorAssign->GetVariablePin(), IteratorVar->GetVariablePin());
Schema->TryCreateConnection(IteratorAssign->GetValuePin(), Increment->GetReturnValuePin());
Schema->TryCreateConnection(IteratorAssign->GetThenPin(), Branch->GetExecPin());
// Connect pins from intermediate nodes back in to the original node
Schema->TryCreateConnection(Branch->GetThenPin(), Node->GetExecPin());
Schema->TryCreateConnection(ThenPin, IteratorAssign->GetExecPin());
Schema->TryCreateConnection(GetElement->FindPinChecked(TEXT("Item")), MultiSelf);
}
FName UK2Node_CallFunction::GetCornerIcon() const
{
if (const UFunction* Function = GetTargetFunction())
{
if (Function->HasAllFunctionFlags(FUNC_BlueprintAuthorityOnly))
{
return TEXT("Graph.Replication.AuthorityOnly");
}
else if (Function->HasAllFunctionFlags(FUNC_BlueprintCosmetic))
{
return TEXT("Graph.Replication.ClientEvent");
}
else if(Function->HasMetaData(FBlueprintMetadata::MD_Latent))
{
return TEXT("Graph.Latent.LatentIcon");
}
}
return Super::GetCornerIcon();
}
FName UK2Node_CallFunction::GetPaletteIcon(FLinearColor& OutColor) const
{
return GetPaletteIconForFunction(GetTargetFunction(), OutColor);
}
bool UK2Node_CallFunction::ReconnectPureExecPins(TArray<UEdGraphPin*>& OldPins)
{
if (IsNodePure())
{
// look for an old exec pin
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* PinExec = nullptr;
for (int32 PinIdx = 0; PinIdx < OldPins.Num(); PinIdx++)
{
if (OldPins[PinIdx]->PinName == K2Schema->PN_Execute)
{
PinExec = OldPins[PinIdx];
break;
}
}
if (PinExec)
{
// look for old then pin
UEdGraphPin* PinThen = nullptr;
for (int32 PinIdx = 0; PinIdx < OldPins.Num(); PinIdx++)
{
if (OldPins[PinIdx]->PinName == K2Schema->PN_Then)
{
PinThen = OldPins[PinIdx];
break;
}
}
if (PinThen)
{
// reconnect all incoming links to old exec pin to the far end of the old then pin.
if (PinThen->LinkedTo.Num() > 0)
{
UEdGraphPin* PinThenLinked = PinThen->LinkedTo[0];
while (PinExec->LinkedTo.Num() > 0)
{
UEdGraphPin* PinExecLinked = PinExec->LinkedTo[0];
PinExecLinked->BreakLinkTo(PinExec);
PinExecLinked->MakeLinkTo(PinThenLinked);
}
return true;
}
}
}
}
return false;
}
FText UK2Node_CallFunction::GetToolTipHeading() const
{
FText Heading = Super::GetToolTipHeading();
struct FHeadingBuilder
{
FHeadingBuilder(FText InitialHeading) : ConstructedHeading(InitialHeading) {}
void Append(FText HeadingAddOn)
{
if (ConstructedHeading.IsEmpty())
{
ConstructedHeading = HeadingAddOn;
}
else
{
ConstructedHeading = FText::Format(FText::FromString("{0}\n{1}"), HeadingAddOn, ConstructedHeading);
}
}
FText ConstructedHeading;
};
FHeadingBuilder HeadingBuilder(Super::GetToolTipHeading());
if (const UFunction* Function = GetTargetFunction())
{
if (Function->HasAllFunctionFlags(FUNC_BlueprintAuthorityOnly))
{
HeadingBuilder.Append(LOCTEXT("ServerOnlyFunc", "Server Only"));
}
if (Function->HasAllFunctionFlags(FUNC_BlueprintCosmetic))
{
HeadingBuilder.Append(LOCTEXT("ClientOnlyFunc", "Client Only"));
}
if(Function->HasMetaData(FBlueprintMetadata::MD_Latent))
{
HeadingBuilder.Append(LOCTEXT("LatentFunc", "Latent"));
}
}
return HeadingBuilder.ConstructedHeading;
}
void UK2Node_CallFunction::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
{
UFunction* TargetFunction = GetTargetFunction();
const FString TargetFunctionName = TargetFunction ? TargetFunction->GetName() : TEXT( "InvalidFunction" );
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "Function" ) ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), TargetFunctionName ));
}
FText UK2Node_CallFunction::GetMenuCategory() const
{
UFunction* TargetFunction = GetTargetFunction();
if (TargetFunction != nullptr)
{
return FText::FromString(GetDefaultCategoryForFunction(TargetFunction, TEXT("")));
}
return FText::GetEmpty();
}
bool UK2Node_CallFunction::HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const
{
UFunction* Function = GetTargetFunction();
const UClass* SourceClass = Function ? Function->GetOwnerClass() : nullptr;
const UBlueprint* SourceBlueprint = GetBlueprint();
const bool bResult = (SourceClass != NULL) && (SourceClass->ClassGeneratedBy != SourceBlueprint);
if (bResult && OptionalOutput)
{
OptionalOutput->AddUnique(Function);
}
const bool bSuperResult = Super::HasExternalDependencies(OptionalOutput);
return bSuperResult || bResult;
}
UEdGraph* UK2Node_CallFunction::GetFunctionGraph(const UEdGraphNode*& OutGraphNode) const
{
OutGraphNode = NULL;
// Search for the Blueprint owner of the function graph, climbing up through the Blueprint hierarchy
UClass* MemberParentClass = FunctionReference.GetMemberParentClass(GetBlueprintClassFromNode());
if(MemberParentClass != NULL)
{
UBlueprintGeneratedClass* ParentClass = Cast<UBlueprintGeneratedClass>(MemberParentClass);
if(ParentClass != NULL && ParentClass->ClassGeneratedBy != NULL)
{
UBlueprint* Blueprint = Cast<UBlueprint>(ParentClass->ClassGeneratedBy);
while(Blueprint != NULL)
{
UEdGraph* TargetGraph = FindObject<UEdGraph>(Blueprint, *(FunctionReference.GetMemberName().ToString()));
if((TargetGraph != NULL) && !TargetGraph->HasAnyFlags(RF_Transient))
{
// Found the function graph in a Blueprint, return that graph
return TargetGraph;
}
else
{
// Did not find the function call as a graph, it may be a custom event
UK2Node_CustomEvent* CustomEventNode = NULL;
TArray<UK2Node_CustomEvent*> CustomEventNodes;
FBlueprintEditorUtils::GetAllNodesOfClass(Blueprint, CustomEventNodes);
for (UK2Node_CustomEvent* CustomEvent : CustomEventNodes)
{
if(CustomEvent->CustomFunctionName == FunctionReference.GetMemberName())
{
OutGraphNode = CustomEvent;
return CustomEvent->GetGraph();
}
}
}
ParentClass = Cast<UBlueprintGeneratedClass>(Blueprint->ParentClass);
Blueprint = ParentClass != NULL ? Cast<UBlueprint>(ParentClass->ClassGeneratedBy) : NULL;
}
}
}
return NULL;
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
bool UK2Node_CallFunction::IsStructureWildcardProperty(const UFunction* Function, const FString& PropertyName)
{
if (Function && !PropertyName.IsEmpty())
{
TArray<FString> Names;
FCustomStructureParamHelper::FillCustomStructureParameterNames(Function, Names);
if (Names.Contains(PropertyName))
{
return true;
}
}
return false;
}
#undef LOCTEXT_NAMESPACE