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