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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 "Kismet2/KismetDebugUtilities.h"
#include "K2Node_PureAssignmentStatement.h"
#include "GraphEditorSettings.h"
#include "BlueprintActionFilter.h"
#include "Editor/Kismet/Public/FindInBlueprintManager.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;
// 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 bIsClassOrObjectPin = (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Class || Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object);
if (bIsClassOrObjectPin)
{
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 = nullptr;
for (UEdGraphPin* LinkedPin : Pin->LinkedTo)
{
const FEdGraphPinType& LinkedPinType = LinkedPin->PinType;
UClass* LinkClass = Cast<UClass>(LinkedPinType.PinSubCategoryObject.Get());
if (LinkClass == nullptr && LinkedPinType.PinSubCategory == UEdGraphSchema_K2::PSC_Self)
{
if (UK2Node* K2Node = Cast<UK2Node>(LinkedPin->GetOwningNode()))
{
LinkClass = K2Node->GetBlueprint()->GeneratedClass;
}
}
if (LinkClass != nullptr)
{
if (CommonInputClass != nullptr)
{
while (!LinkClass->IsChildOf(CommonInputClass))
{
CommonInputClass = CommonInputClass->GetSuperClass();
}
}
else
{
CommonInputClass = LinkClass;
}
}
}
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);
bool const bPinIsObjectPicker = (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object);
return bIsTypeDeterminingPin && (bPinIsClassPicker || bPinIsObjectPicker) && (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)
, bPinTooltipsValid(false)
{
}
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::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const
{
if (!bPinTooltipsValid)
{
for (auto& P : Pins)
{
P->PinToolTip.Empty();
GeneratePinTooltip(*P);
}
bPinTooltipsValid = true;
}
return UK2Node::GetPinHoverText(Pin, HoverTextOut);
}
void UK2Node_CallFunction::AllocateDefaultPins()
{
InvalidatePinTooltips();
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");
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)
{
UClass* 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
{
if (Function->GetBoolMetaData(FBlueprintMetadata::MD_HideSelfPin))
{
SelfPin->bHidden = true;
SelfPin->bNotConnectable = 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;
TSet<FString> InternalPins;
FBlueprintEditorUtils::GetHiddenPinsForFunction(Graph, Function, PinsToHide, &InternalPins);
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)
{
// Check for a display name override
const FString PinDisplayName = Param->GetMetaData(FBlueprintMetadata::MD_DisplayName);
if (!PinDisplayName.IsEmpty())
{
Pin->PinFriendlyName = FText::FromString(PinDisplayName);
}
//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);
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;
Pin->bNotConnectable = InternalPins.Contains(Pin->PinName);
}
}
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();
InvalidatePinTooltips();
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();
}
if (IsNodePure())
{
// Remove any pre-existing breakpoint on this node since pure nodes cannot have breakpoints
if (UBreakpoint* ExistingBreakpoint = FKismetDebugUtilities::FindBreakpointForNode(GetBlueprint(), this))
{
// Remove the breakpoint
FKismetDebugUtilities::StartDeletingBreakpoint(ExistingBreakpoint, GetBlueprint());
}
}
}
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);
// Refresh the node to hide internal-only pins once the [invalid] connection has been broken
if (Pin->bHidden && Pin->bNotConnectable && Pin->LinkedTo.Num() == 0)
{
GetGraph()->NotifyGraphChanged();
}
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 (bIsBeadFunction)
{
if (Pin->LinkedTo.Num() == 0)
{
// Commit suicide; bead functions must always have an input and output connection
DestroyNode();
}
}
InvalidatePinTooltips();
FDynamicOutputHelper(Pin).ConformOutputType();
}
void UK2Node_CallFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
InvalidatePinTooltips();
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)
{
if (Pin.HasAnyFlags(RF_Transient))
{
return;
}
// 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)
{
FText ReturnDisplayName;
if( GEditor && GetDefault<UEditorStyleSettings>()->bShowFriendlyNames )
{
ReturnDisplayName = Function->GetDisplayNameText();
}
else
{
static const FString Namespace = TEXT("UObjectDisplayNames");
const FString Key = Function->GetFullGroupName(false);
ReturnDisplayName = Function->GetMetaDataText(TEXT("DisplayName"), Namespace, Key);
}
return ReturnDisplayName;
}
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"));
static const FString TooltipSee(TEXT("See:"));
static const FString DoxygenNote(TEXT("@note"));
static const FString TooltipNote(TEXT("Note:"));
Tooltip.Split(DoxygenParam, &Tooltip, nullptr, ESearchCase::IgnoreCase, ESearchDir::FromStart);
Tooltip.Split(DoxygenReturn, &Tooltip, nullptr, ESearchCase::IgnoreCase, ESearchDir::FromStart);
Tooltip.ReplaceInline(*DoxygenSee, *TooltipSee);
Tooltip.ReplaceInline(*DoxygenNote, *TooltipNote);
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();
}
}
FText UK2Node_CallFunction::GetDefaultCategoryForFunction(const UFunction* Function, const FText& BaseCategory)
{
FText NodeCategory = BaseCategory;
if( Function->HasMetaData(FBlueprintMetadata::MD_FunctionCategory) )
{
FText FuncCategory;
// If we are not showing friendly names, return the metadata stored, without localization
if( GEditor && !GetDefault<UEditorStyleSettings>()->bShowFriendlyNames )
{
FuncCategory = FText::FromString(Function->GetMetaData(FBlueprintMetadata::MD_FunctionCategory));
}
else
{
// Look for localized metadata
FuncCategory = Function->GetMetaDataText(FBlueprintMetadata::MD_FunctionCategory, TEXT("UObjectCategory"), Function->GetFullGroupName(false));
// If the result is culture invariant, force it into a display string
if (FuncCategory.IsCultureInvariant())
{
FuncCategory = FText::FromString(FName::NameToDisplayString(FuncCategory.ToString(), false));
}
}
// Combine with the BaseCategory to form the full category, delimited by "|"
if (!FuncCategory.IsEmpty() && !NodeCategory.IsEmpty())
{
NodeCategory = FText::Format(FText::FromString(TEXT("{0}|{1}")), NodeCategory, FuncCategory);
}
else if (NodeCategory.IsEmpty())
{
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);
}
else
{
ResultKeywords = FText::FromString(Keywords);
}
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()
{
// Do not mess with the function if there are pins connected to the target pin
UEdGraphPin* SelfPin = GetDefault<UEdGraphSchema_K2>()->FindSelfPin(*this, EGPD_Input);
if (SelfPin && SelfPin->LinkedTo.Num() == 0)
{
// 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;
// Never change the type if the function is an Interface function type, this only occurs when
// the function is the interface function and the self pin will be PC_Interface type
if (!FunctionOwnerClass->IsChildOf(UInterface::StaticClass()))
{
// If function is generated from a blueprint object then dbl check self pin compatibility
if (FunctionGenerator != NULL)
{
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);
}
}
[UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time. change summary: - deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load) - added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph. - modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found. - added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag. - added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary. - added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF. - (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes. - (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP). - the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now. [CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
if (!Ar.IsObjectReferenceCollector())
[UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time. change summary: - deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load) - added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph. - modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found. - added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag. - added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary. - added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF. - (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes. - (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP). - the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now. [CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
{
// Don't validate the enabled state if the user has explicitly set it. Also skip validation if we're just duplicating this node.
const bool bIsDuplicating = (Ar.GetPortFlags() & PPF_Duplicate) != 0;
if (!bIsDuplicating && !bUserSetEnabledState)
[UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time. change summary: - deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load) - added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph. - modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found. - added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag. - added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary. - added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF. - (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes. - (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP). - the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now. [CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
{
UClass* SelfScope = GetBlueprintClassFromNode();
if (!FunctionReference.IsSelfContext() || SelfScope != nullptr)
[UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time. change summary: - deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load) - added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph. - modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found. - added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag. - added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary. - added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF. - (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes. - (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP). - the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now. [CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
{
if (const UFunction* Function = FunctionReference.ResolveMember<UFunction>(SelfScope))
{
// Enable as development-only if specified in metadata. This way existing functions that have the metadata added to them will get their enabled state fixed up on load.
if (EnabledState == ENodeEnabledState::Enabled && Function->HasMetaData(FBlueprintMetadata::MD_DevelopmentOnly))
{
EnabledState = ENodeEnabledState::DevelopmentOnly;
}
// Ensure that if the metadata is removed, we also fix up the enabled state to avoid leaving it set as development-only in that case.
else if (EnabledState == ENodeEnabledState::DevelopmentOnly && !Function->HasMetaData(FBlueprintMetadata::MD_DevelopmentOnly))
{
EnabledState = ENodeEnabledState::Enabled;
}
}
[UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time. change summary: - deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load) - added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph. - modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found. - added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag. - added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary. - added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF. - (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes. - (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP). - the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now. [CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
}
}
}
}
}
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());
[UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time. change summary: - deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load) - added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph. - modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found. - added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag. - added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary. - added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF. - (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes. - (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP). - the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now. [CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
// Re-enable for development only if specified in metadata.
if(EnabledState == ENodeEnabledState::Enabled && !bUserSetEnabledState)
{
const UFunction* Function = GetTargetFunction();
if (Function && Function->HasMetaData(FBlueprintMetadata::MD_DevelopmentOnly))
{
EnabledState = ENodeEnabledState::DevelopmentOnly;
}
}
}
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());
auto AssignInputPit = AssignDefaultValue->GetValuePin();
const bool bPreviousInputSaved = AssignInputPit && CompilerContext.MovePinLinksToIntermediate(*Pin, *AssignInputPit).CanSafeConnect();
const bool bOutputConnected = CompilerContext.GetSchema()->TryCreateConnection(AssignDefaultValue->GetOutputPin(), Pin);
if (!bVariableConnected || !bOutputConnected || !bPreviousInputSaved)
{
CompilerContext.MessageLog.Error(*LOCTEXT("AutoCreateRefTermPin_AssignmentError", "AutoCreateRefTerm Expansion: Assignment Error @@").ToString(), AssignDefaultValue);
return NULL;
}
CompilerContext.GetSchema()->SetPinDefaultValueBasedOnType(AssignDefaultValue->GetValuePin());
return AssignInputPit;
}
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(GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, 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(GET_FUNCTION_NAME_CHECKED(UKismetArrayLibrary, 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(GET_FUNCTION_NAME_CHECKED(UKismetArrayLibrary, 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(GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, 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;
}
void UK2Node_CallFunction::InvalidatePinTooltips()
{
bPinTooltipsValid = 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 GetDefaultCategoryForFunction(TargetFunction, FText::GetEmpty());
}
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();
bool bResult = (SourceClass != nullptr) && (SourceClass->ClassGeneratedBy != SourceBlueprint);
if (bResult && OptionalOutput)
{
OptionalOutput->AddUnique(Function);
}
// All structures, that are required for the BP compilation, should be gathered
for(auto Pin : Pins)
{
UStruct* DepStruct = Pin ? Cast<UStruct>(Pin->PinType.PinSubCategoryObject.Get()) : nullptr;
UClass* DepClass = Cast<UClass>(DepStruct);
if (DepClass && (DepClass->ClassGeneratedBy == SourceBlueprint))
{
//Don't include self
continue;
}
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1 GC and WeakObjectPtr performance optimizations. - Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray - Moved WeakObjectPtr serial numbersto FUObjectArray - Added pre-allocated UObject array Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1 Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved. Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920 UHT will now use makefiles to speed up iterative runs. Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963 Hot-reload performance optimizations: 1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier). 2. Parallelized search for old CDOs referencers. Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster Dependency preloading improvements - Asset registry dependencies now resolve asset redirectors - Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1 Allow UnfocusedVolumeMultiplier to be set programmatically Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1 When cooking, don't add imports that are outers of objects excluded from the current cook target. Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core Inline storage for TFunction. Fix for delegate inline storage on Win64. Some build fixes. Visualizer fixes for new TFunction format. Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec CrashReporter Web - Search by Platform Added initial support for streams (GetBranchesAsListItems, CopyToJira) Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString. Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core Some TSet function optimisations: Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent). Taking local copies of HashSize during iterations. Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core BulkData zero byte allocations are now handled by an RAII object which owns the memory. Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core FName::operator== and != optimised to be a single comparison. Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro) Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360) Also fixed starting condition. Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1 PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus) Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core PR #1540 - Specifying a different Saved folder at launch through a command line parameter Integrated and optimized. #lockdown Nick.Penwarden [CL 2772222 by Robert Manuszewski in Main branch]
2015-11-18 16:20:49 -05:00
if (DepStruct && !DepStruct->IsNative())
{
if (OptionalOutput)
{
OptionalOutput->AddUnique(DepStruct);
}
bResult = true;
}
}
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;
}
void UK2Node_CallFunction::AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const
{
Super::AddSearchMetaDataInfo(OutTaggedMetaData);
if (UFunction* TargetFunction = GetTargetFunction())
{
OutTaggedMetaData.Add(FSearchTagDataPair(FFindInBlueprintSearchTags::FiB_NativeName, FText::FromString(TargetFunction->GetName())));
}
}
bool UK2Node_CallFunction::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
bool bIsDisallowed = Super::IsConnectionDisallowed(MyPin, OtherPin, OutReason);
if (!bIsDisallowed && MyPin != nullptr)
{
if (MyPin->bNotConnectable)
{
bIsDisallowed = true;
OutReason = LOCTEXT("PinConnectionDisallowed", "This parameter is for internal use only.").ToString();
}
}
return bIsDisallowed;
}
#undef LOCTEXT_NAMESPACE