Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintVariableCreationContext.cpp
thomas sarkanen 74bb8c17ca Fix property access nodes creating and using an incorrect internal property type
Previously there was no checking to see whether a variable that was created actually exists already, which could cause collisions.
Also fixed issue where connecting to a wildcard pin would mean that the output pin always stayed a wildcard.

#jira UE-103473 - Assert using Property Access pitch and yaw AimRotationDelta float variables for AimOffset
#jira UE-103470 - AnimBP Property Access node compile error accessing different variable types
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 15406686 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15406701 by thomas sarkanen in ue5-main branch]
2021-02-15 10:47:36 -04:00

15 lines
500 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimBlueprintVariableCreationContext.h"
#include "AnimBlueprintCompiler.h"
FProperty* FAnimBlueprintVariableCreationContext::CreateVariable(const FName Name, const FEdGraphPinType& Type)
{
return CompilerContext->CreateVariable(Name, Type);
}
FProperty* FAnimBlueprintVariableCreationContext::CreateUniqueVariable(UObject* InForObject, const FEdGraphPinType& Type)
{
return CompilerContext->CreateUniqueVariable(InForObject, Type);
}