// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "K2Node_InputVectorAxisEvent.h" #include "CompilerResultsLog.h" #include "BlueprintNodeSpawner.h" #include "Engine/InputVectorAxisDelegateBinding.h" #include "BlueprintActionDatabaseRegistrar.h" UK2Node_InputVectorAxisEvent::UK2Node_InputVectorAxisEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } void UK2Node_InputVectorAxisEvent::Serialize(FArchive& Ar) { Super::Serialize(Ar); if(Ar.IsLoading()) { if(Ar.UE4Ver() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr) { EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } } } void UK2Node_InputVectorAxisEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { // Skip AxisKeyEvent validation UK2Node_Event::ValidateNodeDuringCompilation(MessageLog); if (!AxisKey.IsValid()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputVectorAxis_Warning", "InputVectorAxis Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (!AxisKey.IsVectorAxis()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputVectorAxis_Warning", "InputVectorAxis Event specifies FKey'{0}' which is not a vector axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (!AxisKey.IsBindableInBlueprints()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputVectorAxis_Warning", "InputVectorAxis Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } } UClass* UK2Node_InputVectorAxisEvent::GetDynamicBindingClass() const { return UInputVectorAxisDelegateBinding::StaticClass(); } void UK2Node_InputVectorAxisEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputVectorAxisDelegateBinding* InputVectorAxisBindingObject = CastChecked(BindingObject); FBlueprintInputAxisKeyDelegateBinding Binding; Binding.AxisKey = AxisKey; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = bOverrideParentBinding; Binding.FunctionNameToBind = CustomFunctionName; InputVectorAxisBindingObject->InputAxisKeyDelegateBindings.Add(Binding); } void UK2Node_InputVectorAxisEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AllKeys; EKeys::GetAllKeys(AllKeys); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key) { UK2Node_InputAxisKeyEvent* InputNode = CastChecked(NewNode); InputNode->Initialize(Key); }; // actions get registered under specific object-keys; the idea is that // actions might have to be updated (or deleted) if their object-key is // mutated (or removed)... here we use the node's class (so if the node // type disappears, then the action should go with it) UClass* ActionKey = GetClass(); for (FKey const Key : AllKeys) { if (!Key.IsBindableInBlueprints() || !Key.IsVectorAxis()) { continue; } // to keep from needlessly instantiating a UBlueprintNodeSpawner, first // check to make sure that the registrar is looking for actions of this type // (could be regenerating actions for a specific asset, and therefore the // registrar would only accept actions corresponding to that asset) if (!ActionRegistrar.IsOpenForRegistration(ActionKey)) { continue; } UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } }