// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "KismetCompiler.h" #include "VariableSetHandler.h" UK2Node_VariableSet::UK2Node_VariableSet(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { } void UK2Node_VariableSet::AllocateDefaultPins() { const UEdGraphSchema_K2* K2Schema = GetDefault(); CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); if (GetVarName() != NAME_None) { if(CreatePinForVariable(EGPD_Input)) { CreatePinForSelf(); } } Super::AllocateDefaultPins(); } void UK2Node_VariableSet::ReallocatePinsDuringReconstruction(TArray& OldPins) { const UEdGraphSchema_K2* K2Schema = GetDefault(); CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); if (GetVarName() != NAME_None) { if(!CreatePinForVariable(EGPD_Input)) { if(!RecreatePinForVariable(EGPD_Input, OldPins)) { return; } } CreatePinForSelf(); } } FString UK2Node_VariableSet::GetTooltip() const { FFormatNamedArguments Args; Args.Add( TEXT( "VarName" ), FText::FromString( GetVarNameString() )); Args.Add( TEXT( "ReplicationCall" ), FText::GetEmpty()); Args.Add( TEXT( "ReplicationNotifyName" ), FText::GetEmpty()); Args.Add( TEXT( "TextPartition" ), FText::GetEmpty()); Args.Add( TEXT( "MetaData" ), FText::GetEmpty()); if( HasLocalRepNotify() ) { Args.Add( TEXT( "ReplicationCall" ), NSLOCTEXT( "K2Node", "VariableSet_ReplicationCall", " and call " )); Args.Add( TEXT( "ReplicationNotifyName" ), FText::FromString( GetRepNotifyName().ToString() )); } if( UProperty* Property = GetPropertyForVariable() ) { // discover if the variable property is a non blueprint user variable UClass* SourceClass = Property->GetOwnerClass(); if( SourceClass && SourceClass->ClassGeneratedBy == NULL ) { const FString MetaData = Property->GetToolTipText().ToString(); if( !MetaData.IsEmpty() ) { // See if the property associated with this editor has a tooltip FText PropertyMetaData = FText::FromString( *MetaData ); FString TooltipName = FString::Printf( TEXT("%s.tooltip"), *(Property->GetName())); FText::FindText( *(Property->GetFullGroupName(true)), *TooltipName, PropertyMetaData ); Args.Add( TEXT( "TextPartition" ), FText::FromString( "\n" )); Args.Add( TEXT( "MetaData" ), PropertyMetaData ); } } } return FText::Format( NSLOCTEXT( "K2Node", "SetValueOfVariable", "Set the value of variable {VarName}{ReplicationCall}{ReplicationNotifyName}{TextPartition}{MetaData}"), Args ).ToString(); } FText UK2Node_VariableSet::GetNodeTitle(ENodeTitleType::Type TitleType) const { const UEdGraphSchema_K2* K2Schema = GetDefault(); FText Result = HasLocalRepNotify() ? NSLOCTEXT("K2Node", "SetWithNotify", "Set with Notify") : NSLOCTEXT("K2Node", "Set", "Set"); // If there is only one variable being written (one non-meta input pin), the title can be made the variable name FString InputPinName; int32 NumInputsFound = 0; for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex) { UEdGraphPin* Pin = Pins[PinIndex]; if ((Pin->Direction == EGPD_Input) && (!K2Schema->IsMetaPin(*Pin))) { ++NumInputsFound; InputPinName = Pin->PinName; } } if (NumInputsFound == 1) { FFormatNamedArguments Args; Args.Add(TEXT("PinName"), FText::FromString(InputPinName)); if(HasLocalRepNotify()) { Result = FText::Format(NSLOCTEXT("K2Node", "SetWithNotifyPinName", "Set with Notify {PinName}"), Args); } else { Result = FText::Format(NSLOCTEXT("K2Node", "SetPinName", "Set {PinName}"), Args); } } else { Result = HasLocalRepNotify() ? NSLOCTEXT("K2Node", "SetWithNotify", "Set with Notify") : NSLOCTEXT("K2Node", "Set", "Set"); } return Result; } /** Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint * The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. * Most (all?) native rep notifies are intended to be client only. We are moving away from this paradigm in blueprints * So for now this is somewhat of a hold over to avoid nasty bugs where a K2 set node is calling a native function that the * designer has no idea what it is doing. */ bool UK2Node_VariableSet::HasLocalRepNotify() const { UProperty *Property = NULL; { // Find the property, but only look in blueprint classes for it UBlueprintGeneratedClass *SearchClass = Cast(GetVariableSourceClass()); while(Property == NULL && SearchClass != NULL) { for (TFieldIterator It(SearchClass, EFieldIteratorFlags::ExcludeSuper); It; ++It) { if (It->GetFName() == GetVarName()) { Property = *It; break; } } SearchClass = Cast(SearchClass->GetSuperStruct()); } } // If valid property with RepNotify if (Property != NULL && Property->RepNotifyFunc != NAME_None) { // Find function (ok if its defined in native class) UFunction* Function = GetVariableSourceClass()->FindFunctionByName(Property->RepNotifyFunc); // If valid repnotify func if( Function != NULL && Function->NumParms == 0 && Function->GetReturnProperty() == NULL ) { return true; } } return false; } bool UK2Node_VariableSet::ShouldFlushDormancyOnSet() const { if (!GetVariableSourceClass()->IsChildOf(AActor::StaticClass())) { return false; } // Flush net dormancy before setting a replicated property UProperty *Property = FindField(GetVariableSourceClass(), GetVarName()); return (Property != NULL && (Property->PropertyFlags & CPF_Net)); } FName UK2Node_VariableSet::GetRepNotifyName() const { UProperty * Property = GetPropertyForVariable(); if (Property) { return Property->RepNotifyFunc; } return NAME_None; } FNodeHandlingFunctor* UK2Node_VariableSet::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const { return new FKCHandler_VariableSet(CompilerContext); }