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