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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]
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "IClassVariableCreator.generated.h"
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class FKismetCompilerContext;
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class FProperty;
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struct FEdGraphPinType;
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/** Context passed to IClassVariableCreator::CreateClassVariablesFromBlueprint */
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class IAnimBlueprintVariableCreationContext
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{
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public:
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/** Create a class variable in the current class. Note that no name confick resolution is performed, if a unique name is needed, use CreateUniqueVariable */
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virtual FProperty* CreateVariable(const FName Name, const FEdGraphPinType& Type) = 0;
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/** Create a uniquely named variable corresponding to an object in the current class. */
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virtual FProperty* CreateUniqueVariable(UObject* InForObject, const FEdGraphPinType& Type) = 0;
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};
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UINTERFACE(MinimalAPI)
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class UClassVariableCreator : public UInterface
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{
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GENERATED_BODY()
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};
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class IClassVariableCreator
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{
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GENERATED_BODY()
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public:
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/**
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* Implement this in a graph node and the anim BP compiler will call this expecting to generate
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* class variables.
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* @param InVariableCreator The variable creation context for the current BP compilation
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*/
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virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) = 0;
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}; |