Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/EventEntryHandler.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

32 lines
1.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "EventEntryHandler.h"
#include "K2Node_Event.h"
#include "KismetCompiledFunctionContext.h"
void FKCHandler_EventEntry::RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net)
{
const bool bIsDelegateOutput = (NULL != Net) && (UK2Node_Event::DelegateOutputName == Net->PinName);
if(!bIsDelegateOutput)
{
if (!Context.IsEventGraph())
{
Context.MessageLog.Error(TEXT("Event node @@ registers net @@ in a non-event graph."), Net ? Net->GetOwningNodeUnchecked() : nullptr, Net);
return;
}
// This net is an event parameter; push to be a private class member variable
FBPTerminal* Term = Context.CreateLocalTerminal(ETerminalSpecification::TS_ForcedShared);
Term->CopyFromPin(Net, Context.NetNameMap->MakeValidName(Net));
Context.NetMap.Add(Net, Term);
}
}
void FKCHandler_EventEntry::Compile(FKismetFunctionContext& Context, UEdGraphNode* Node)
{
// Generate the output impulse from this node
FBlueprintCompiledStatement& Statement = GenerateSimpleThenGoto(Context, *Node);
}