// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "EventEntryHandler.h" void FKCHandler_EventEntry::RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) { const bool bIsDelegateOutput = (NULL != Net) && (UK2Node_Event::DelegateOutputName == Net->PinName); if(!bIsDelegateOutput) { // This net is an event parameter; push to be a private class member variable FBPTerminal* Term = Context.CreateLocalTerminal(ETerminalSpecification::TS_ForcedShared); Term->CopyFromPin(Net, Context.NetNameMap->MakeValidName(Net)); Context.NetMap.Add(Net, Term); } } void FKCHandler_EventEntry::Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) { // Generate the output impulse from this node FBlueprintCompiledStatement& Statement = GenerateSimpleThenGoto(Context, *Node); }