// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "WidgetGraphSchema.h" UWidgetGraphSchema::UWidgetGraphSchema(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UWidgetGraphSchema::BackwardCompatibilityNodeConversion(UEdGraph* Graph, bool bOnlySafeChanges) const { Super::BackwardCompatibilityNodeConversion(Graph, bOnlySafeChanges); //if ( Graph ) //{ // { // static const FString BlueprintPinName(TEXT("Blueprint")); // static const FString ClassPinName(TEXT("Class")); // TArray SpawnActorNodes; // Graph->GetNodesOfClass(SpawnActorNodes); // for ( auto It = SpawnActorNodes.CreateIterator(); It; ++It ) // { // FBackwardCompatibilityConversionHelper::ConvertNode( // *It, BlueprintPinName, NewObject(Graph), // ClassPinName, *this, bOnlySafeChanges); // } // } // { // auto Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph); // if ( Blueprint && *Blueprint->SkeletonGeneratedClass ) // { // TArray Nodes; // Graph->GetNodesOfClass(Nodes); // for ( const auto& FunctionRedirect : EditoronlyBPFunctionRedirects ) // { // FBackwardCompatibilityConversionHelper::ConvertFunctionCallNodes( // FBackwardCompatibilityConversionHelper::FFunctionCallParams(FunctionRedirect), // Nodes, Graph, *this, bOnlySafeChanges); // } // } // else // { // UE_LOG(LogBlueprint, Log, TEXT("BackwardCompatibilityNodeConversion: Blueprint '%s' cannot be fully converted. It has no skeleton class!"), // Blueprint ? *Blueprint->GetName() : TEXT("Unknown")); // } // } // // Call per-node deprecation functions // TArray PossiblyDeprecatedNodes; // Graph->GetNodesOfClass(PossiblyDeprecatedNodes); // for ( UK2Node* Node : PossiblyDeprecatedNodes ) // { // Node->ConvertDeprecatedNode(Graph, bOnlySafeChanges); // } //} }