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Cast nodes to blueprint classes show up in the new context menu. Sometimes we need the GeneratedClass, sometimes we need the SkeletonGeneratedClass...
[CL 2314925 by Dan Oconnor in Main branch]
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@@ -573,8 +573,11 @@ static void BlueprintActionDatabaseImpl::AddClassPropertyActions(UClass const* c
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//------------------------------------------------------------------------------
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static void BlueprintActionDatabaseImpl::AddClassCastActions(UClass* const Class, FActionList& ActionListOut)
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static void BlueprintActionDatabaseImpl::AddClassCastActions(UClass* Class, FActionList& ActionListOut)
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{
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Class = Class->GetAuthoritativeClass();
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check(Class);
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UEdGraphSchema_K2 const* K2Schema = GetDefault<UEdGraphSchema_K2>();
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bool bIsCastPermitted = UEdGraphSchema_K2::IsAllowableBlueprintVariableType(Class);
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@@ -1280,6 +1280,15 @@ UClass const* FBlueprintActionInfo::GetOwnerClass()
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{
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CachedOwnerClass = GetAssociatedMemberField()->GetOwnerClass();
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}
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if( CachedOwnerClass == nullptr )
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{
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if (const UBlueprint* AsBlueprint = Cast<UBlueprint>(ActionOwner))
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{
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CachedOwnerClass = AsBlueprint->SkeletonGeneratedClass;
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}
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}
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CacheFlags |= EBlueprintActionInfoFlags::CachedClass;
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}
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return CachedOwnerClass;
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