Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/BlueprintAssetNodeSpawner.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

38 lines
1015 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintAssetNodeSpawner.h"
#include "EdGraph/EdGraphNode.h"
#include "Misc/AssertionMacros.h"
#include "Templates/ChooseClass.h"
#include "UObject/Package.h"
class UObject;
#define LOCTEXT_NAMESPACE "BlueprintAssetNodeSpawner"
UBlueprintAssetNodeSpawner* UBlueprintAssetNodeSpawner::Create(TSubclassOf<UEdGraphNode> const InNodeClass, const FAssetData& InAssetData, UObject* InOuter, FCustomizeNodeDelegate InPostSpawnDelegate)
{
check(InNodeClass != nullptr);
check(InNodeClass->IsChildOf<UEdGraphNode>());
if (InOuter == nullptr)
{
InOuter = GetTransientPackage();
}
UBlueprintAssetNodeSpawner* NodeSpawner = NewObject<UBlueprintAssetNodeSpawner>(InOuter);
NodeSpawner->NodeClass = InNodeClass;
NodeSpawner->CustomizeNodeDelegate = InPostSpawnDelegate;
NodeSpawner->AssetData = InAssetData;
return NodeSpawner;
}
const FAssetData& UBlueprintAssetNodeSpawner::GetAssetData() const
{
return AssetData;
}
#undef LOCTEXT_NAMESPACE