Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/BlueprintFieldNodeSpawner.cpp
Phillip Kavan f64e3e18d7 Some minor refactoring to assist with auto-importing external type object dependency namespaces into the Blueprint editor context in response to user actions.
Change summary:
- Moved base definition of UK2Node::HasExternalDependencies() up one level to UEdGraphNode (to avoid blind casts in a context where we may not necessarily have a UK2Node subtype).
- Updated subtype headers that override HasExternalDependencies() to relocate the declaration into the class declaration's 'UEdGraphNode overrides' section (for clarity).
- Reverted previous UBlueprintNodeSpawner::ImportTarget solution in favor of using node dependencies; this allows auto-import actions to scale more easily to all existing node subtypes and avoids data duplication.
- Modified SBlueprintActionMenu::OnActionSelected() to utilize the new method for determining which namespace(s) to auto-import after executing a node spawner action in response to a context menu item selection (UE-146803).
- Reverted FBlueprintNamespaceUtilities::GetPropertyValueNamespaces() back to its original 5.0 signature so that it uses a TSet<FString> for the output rather than a TArray<FString>; this fits in better with input to other APIs.
- Renamed FBlueprintEditor::FImportNamespaceParameters to FImportNamespaceExParameters (for clarity).
- Changed the 'FBlueprintEditor::FImportNamespaceParameters::AdditionalNamespaces' member to a TSet<FString> containing *all* namespaces to import rather than limiting to only additional ones.
- Reverted FBlueprintEditor::ImportNamespace() back to its original 5.0 signature and added/implemented FBlueprintEditor::ImportNamespaceEx() as the "extended" version that allows for batched imports and future customizations.
- Revised existing FBlueprintEditor::ImportNamespace() call sites to utilize and/or conform to the extended ImportNamespaceEx() API where appropriate.

#jira UE-146803
#rb Benjamin.Fox
#preflight 623cf3a433709ff50128e8d4

[CL 19505118 by Phillip Kavan in ue5-main branch]
2022-03-24 19:50:46 -04:00

80 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintFieldNodeSpawner.h"
#include "UObject/Package.h"
#define LOCTEXT_NAMESPACE "BlueprintFieldNodeSpawner"
//------------------------------------------------------------------------------
UBlueprintFieldNodeSpawner* UBlueprintFieldNodeSpawner::Create(TSubclassOf<UK2Node> NodeClass, FFieldVariant Field, UObject* Outer/* = nullptr*/, UClass const* OwnerClass)
{
if (Outer == nullptr)
{
Outer = GetTransientPackage();
}
UBlueprintFieldNodeSpawner* NodeSpawner = NewObject<UBlueprintFieldNodeSpawner>(Outer);
NodeSpawner->SetField(Field);
NodeSpawner->NodeClass = NodeClass;
NodeSpawner->OwnerClass = OwnerClass;
return NodeSpawner;
}
//------------------------------------------------------------------------------
UBlueprintFieldNodeSpawner::UBlueprintFieldNodeSpawner(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
, OwnerClass(nullptr)
, Field(nullptr)
{
}
//------------------------------------------------------------------------------
FBlueprintNodeSignature UBlueprintFieldNodeSpawner::GetSpawnerSignature() const
{
FBlueprintNodeSignature SpawnerSignature(NodeClass);
if (Field)
{
SpawnerSignature.AddSubObject(Field);
}
else
{
check(Property.Get());
SpawnerSignature.AddKeyValue(Property->GetPathName());
}
return SpawnerSignature;
}
//------------------------------------------------------------------------------
UEdGraphNode* UBlueprintFieldNodeSpawner::Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FFieldVariant InField, FSetNodeFieldDelegate SetFieldDelegate, FCustomizeNodeDelegate UserDelegate)
{
SetFieldDelegate.ExecuteIfBound(NewNode, InField);
UserDelegate.ExecuteIfBound(NewNode, bIsTemplateNode);
};
FCustomizeNodeDelegate PostSpawnSetupDelegate = FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, GetField(), SetNodeFieldDelegate, CustomizeNodeDelegate);
return Super::SpawnNode<UEdGraphNode>(NodeClass, ParentGraph, Bindings, Location, PostSpawnSetupDelegate);
}
//------------------------------------------------------------------------------
FFieldVariant UBlueprintFieldNodeSpawner::GetField() const
{
return Field ? FFieldVariant(Field) : FFieldVariant(Property.Get());
}
void UBlueprintFieldNodeSpawner::SetField(FFieldVariant InField)
{
if (InField.IsUObject())
{
Field = InField.Get<UField>();
}
else
{
Property = InField.Get<FProperty>();
}
}
#undef LOCTEXT_NAMESPACE