Files
UnrealEngineUWP/Engine/Plugins/Experimental/DataInterfaceGraph/Source/DataInterfaceGraphUncookedOnly/Private/DataInterfaceGraph_EdGraphSchema.cpp
Thomas Sarkanen 6ebe619fe5 Initial prototype of data interfaces and data interface graphs
Data interfaces are designed to be the basis for a functional, compositional framework, allowing loose bindings (a typed return value) between functional units (data interfaces). They incorporate the following main features:
- Simple call to 'get a value' from a data interface.
- Most communication is done via the UE::DataInterface::FContext, which handles data management.
- Type-erased values (UE::DataInterface::FParam) for results, parameters and state. These can be promoted to typed values (UE::DataInterface::TParam<T>) with runtime validation.
- 'Hidden state', allocated on-demand via a context, to support functional units that require statefulness. State is allocated according to the calling context, currently a hash of the 'callstack' and call site, so subsequent calls to the same data interface can reuse state.
- Batch processing of multiple state representations at once (e.g. processing multiple characters at one), via a chunked allocation strategy.

Also includes data interface graphs - a proof-of-concept implementation using RigVM to construct scripted data interface logic. This is still very early!

Still lots to do:
- Removal of typed interfaces (e.g. IDataInterface_Float)
- Validation of hidden state approach on a wider scale
- Validation of kernel processing approach
- Chunked branching (probably via a masking strategy) so branches can be handled within chunks
- Reworked type system incorporating type promotion/conversion
- UI work to allow for mixing instanced sub-objects and asset references with using TScriptInterface<IDataInterface>
- Expansion or RigVM usage and a ton of UI/UX work to get graph editing up to scratch
- Many many more things

#preflight 625e86873e0f6f80ada98290

[CL 19806109 by Thomas Sarkanen in ue5-main branch]
2022-04-19 06:28:48 -04:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataInterfaceGraph_EdGraphSchema.h"
#include "Editor.h"
void UDataInterfaceGraph_EdGraphSchema::TrySetDefaultValue(UEdGraphPin& InPin, const FString& InNewDefaultValue, bool bMarkAsModified) const
{
#if WITH_EDITOR
if (GEditor)
{
GEditor->CancelTransaction(0);
}
#endif
FString UseDefaultValue;
TObjectPtr<UObject> UseDefaultObject = nullptr;
FText UseDefaultText;
GetDefault<UEdGraphSchema_K2>()->GetPinDefaultValuesFromString(InPin.PinType, InPin.GetOwningNodeUnchecked(), InNewDefaultValue, UseDefaultValue, UseDefaultObject, UseDefaultText, /*bPreserveTextIdentity*/false);
// Check the default value and make it an error if it's bogus
if (GetDefault<UEdGraphSchema_K2>()->DefaultValueSimpleValidation(InPin.PinType, InPin.PinName, UseDefaultValue, UseDefaultObject, UseDefaultText))
{
InPin.DefaultObject = UseDefaultObject;
InPin.DefaultValue = UseDefaultValue;
InPin.DefaultTextValue = UseDefaultText;
UEdGraphNode* Node = InPin.GetOwningNode();
Node->PinDefaultValueChanged(&InPin);
// If the default value is manually set then treat it as if the value was reset to default and remove the orphaned InPin
if (InPin.bOrphanedPin && InPin.DoesDefaultValueMatchAutogenerated())
{
Node->PinConnectionListChanged(&InPin);
}
if (bMarkAsModified)
{
Node->MarkPackageDirty();
}
}
}