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Merge UE4/Main to Dev-Framework @ 7329145
#rb #rnx [CL 7415594 by Marc Audy in Dev-Framework branch]
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@@ -857,13 +857,15 @@ static void BlueprintActionDatabaseImpl::GetNodeSpecificActions(TSubclassOf<UEdG
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check(NodeCDO != nullptr);
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NodeCDO->GetMenuActions(Registrar);
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}
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// unfortunately, UEdGraphNode_Comment is not a UK2Node and therefore cannot
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// leverage UK2Node's GetMenuActions() function, so here we HACK it in
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//
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// @TODO: DO NOT follow this example! Do as I say, not as I do! If we need
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// to support other nodes in a similar way, then we should come up
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// with a better (more generalized) solution.
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else if (NodeClass == UEdGraphNode_Comment::StaticClass())
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if (NodeClass == UEdGraphNode_Comment::StaticClass())
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{
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Registrar.AddBlueprintAction(MakeCommentNodeSpawner());
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}
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@@ -1054,7 +1056,6 @@ static bool BlueprintActionDatabaseImpl::IsObjectValidForDatabase(UObject const*
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******************************************************************************/
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static FBlueprintActionDatabase* DatabaseInst = nullptr;
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//------------------------------------------------------------------------------
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FBlueprintActionDatabase& FBlueprintActionDatabase::Get()
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{
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