New blueprint context menu will no longer allow you to create multiple matinee controllers for one asset in the level blueprint. Behavior is slightly different from old context menu, when you attempt to create the second controller the blueprint editor will highlight it (just as if you tried to create a second event node)

[CL 2316680 by Dan Oconnor in Main branch]
This commit is contained in:
Dan Oconnor
2014-10-01 18:15:54 -04:00
committed by UnrealBot
parent a836c6215b
commit 093a90002c
4 changed files with 41 additions and 1 deletions

View File

@@ -38,6 +38,22 @@ FBlueprintNodeSignature UBlueprintBoundNodeSpawner::GetSpawnerSignature() const
return FBlueprintNodeSignature();
}
//------------------------------------------------------------------------------
UEdGraphNode* UBlueprintBoundNodeSpawner::Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const
{
UEdGraphNode* Result = nullptr;
if( FindPreExistingNodeDelegate.IsBound() )
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraphChecked(ParentGraph);
Result = FindPreExistingNodeDelegate.Execute( Blueprint, Bindings );
}
if( Result == nullptr)
{
Result = UBlueprintNodeSpawner::Invoke( ParentGraph, Bindings, Location );
}
return Result;
}
//------------------------------------------------------------------------------
bool UBlueprintBoundNodeSpawner::IsBindingCompatible(UObject const* BindingCandidate) const
{