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Source=CL 4772220 in //UE4/Main/... Acknowledger=joe.conley (Thu Jan 24 2019 00:26:59 GMT+0000 (Coordinated Universal Time)) ShelfCl=4791207 Target=Dev-VR Merge conflict: /src/ROBOMERGE_DEVVR_Dev_VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeapController/Private/MagicLeapController.cpp - merging //UE4/Main/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeapController/Private/MagicLeapController.cpp#5 #rb Ryan.Vance [CL 4792243 by Joe Conley in Dev-VR branch]
679 lines
24 KiB
C++
679 lines
24 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "K2Node_FunctionEntry.h"
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#include "Engine/Blueprint.h"
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#include "Animation/AnimBlueprint.h"
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#include "UObject/UnrealType.h"
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#include "UObject/BlueprintsObjectVersion.h"
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#include "UObject/FrameworkObjectVersion.h"
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#include "UObject/StructOnScope.h"
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#include "Engine/UserDefinedStruct.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "EdGraphSchema_K2.h"
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#include "K2Node_CallFunction.h"
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#include "K2Node_FunctionResult.h"
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#include "K2Node_MakeArray.h"
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#include "K2Node_MakeVariable.h"
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#include "K2Node_VariableSet.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "EdGraphUtilities.h"
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#include "BPTerminal.h"
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#include "UObject/PropertyPortFlags.h"
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#include "KismetCompilerMisc.h"
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#include "KismetCompiler.h"
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#include "Misc/OutputDeviceNull.h"
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#define LOCTEXT_NAMESPACE "K2Node_FunctionEntry"
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//////////////////////////////////////////////////////////////////////////
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// FKCHandler_FunctionEntry
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class FKCHandler_FunctionEntry : public FNodeHandlingFunctor
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{
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public:
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FKCHandler_FunctionEntry(FKismetCompilerContext& InCompilerContext)
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: FNodeHandlingFunctor(InCompilerContext)
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{
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}
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void RegisterFunctionInput(FKismetFunctionContext& Context, UEdGraphPin* Net, UFunction* Function)
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{
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// This net is a parameter into the function
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FBPTerminal* Term = new FBPTerminal();
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Context.Parameters.Add(Term);
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Term->CopyFromPin(Net, Net->PinName);
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// Flag pass by reference parameters specially
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//@TODO: Still doesn't handle/allow users to declare new pass by reference, this only helps inherited functions
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if( Function )
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{
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if (UProperty* ParentProperty = FindField<UProperty>(Function, Net->PinName))
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{
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if (ParentProperty->HasAnyPropertyFlags(CPF_ReferenceParm))
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{
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Term->bPassedByReference = true;
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}
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}
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}
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Context.NetMap.Add(Net, Term);
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}
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virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
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{
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UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);
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UFunction* Function = EntryNode->FunctionReference.ResolveMember<UFunction>(EntryNode->GetBlueprintClassFromNode());
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// if this function has a predefined signature (like for inherited/overridden
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// functions), then we want to make sure to account for the output
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// parameters - this is normally handled by the FunctionResult node, but
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// we're not guaranteed that one is connected to the entry node
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if (Function && Function->HasAnyFunctionFlags(FUNC_HasOutParms))
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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for (TFieldIterator<UProperty> ParamIt(Function, EFieldIteratorFlags::ExcludeSuper); ParamIt; ++ParamIt)
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{
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UProperty* ParamProperty = *ParamIt;
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// mirrored from UK2Node_FunctionResult::CreatePinsForFunctionEntryExit()
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const bool bIsFunctionInput = !ParamProperty->HasAnyPropertyFlags(CPF_OutParm) || ParamProperty->HasAnyPropertyFlags(CPF_ReferenceParm);
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if (bIsFunctionInput)
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{
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//
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continue;
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}
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FEdGraphPinType ParamType;
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if (K2Schema->ConvertPropertyToPinType(ParamProperty, ParamType))
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{
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FString ParamName = ParamProperty->GetName();
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bool bTermExists = false;
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// check to see if this terminal already exists (most
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// likely added by a FunctionResult node) - if so, then
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// we don't need to add it ourselves
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for (const FBPTerminal& ResultTerm : Context.Results)
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{
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if (ResultTerm.Name == ParamName && ResultTerm.Type == ParamType)
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{
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bTermExists = true;
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break;
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}
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}
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if (!bTermExists)
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{
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// create a terminal that represents a output param
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// for this function; if there is a FunctionResult
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// node wired into our function graph, know that it
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// will first check to see if this already exists
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// for it to use (rather than creating one of its own)
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FBPTerminal* ResultTerm = new FBPTerminal();
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Context.Results.Add(ResultTerm);
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ResultTerm->Name = ParamName;
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ResultTerm->Type = ParamType;
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ResultTerm->bPassedByReference = ParamType.bIsReference;
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ResultTerm->SetContextTypeStruct(ParamType.PinCategory == UEdGraphSchema_K2::PC_Struct && Cast<UScriptStruct>(ParamType.PinSubCategoryObject.Get()));
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}
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}
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}
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}
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->ParentPin == nullptr && !CompilerContext.GetSchema()->IsMetaPin(*Pin))
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{
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UEdGraphPin* Net = FEdGraphUtilities::GetNetFromPin(Pin);
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if (Context.NetMap.Find(Net) == NULL)
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{
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// New net, resolve the term that will be used to construct it
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FBPTerminal* Term = NULL;
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check(Net->Direction == EGPD_Output);
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RegisterFunctionInput(Context, Pin, Function);
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}
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}
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}
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}
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virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
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{
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UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);
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//check(EntryNode->SignatureName != NAME_None);
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if (EntryNode->FunctionReference.GetMemberName() == UEdGraphSchema_K2::FN_ExecuteUbergraphBase)
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{
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UEdGraphPin* EntryPointPin = Node->FindPin(UEdGraphSchema_K2::PN_EntryPoint);
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FBPTerminal** pTerm = Context.NetMap.Find(EntryPointPin);
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if ((EntryPointPin != NULL) && (pTerm != NULL))
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{
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FBlueprintCompiledStatement& ComputedGotoStatement = Context.AppendStatementForNode(Node);
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ComputedGotoStatement.Type = KCST_ComputedGoto;
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ComputedGotoStatement.LHS = *pTerm;
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}
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else
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{
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CompilerContext.MessageLog.Error(*LOCTEXT("NoEntryPointPin_Error", "Expected a pin named EntryPoint on @@").ToString(), Node);
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}
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}
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else
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{
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// Generate the output impulse from this node
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GenerateSimpleThenGoto(Context, *Node);
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}
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}
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virtual bool RequiresRegisterNetsBeforeScheduling() const override
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{
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return true;
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}
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};
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struct FFunctionEntryHelper
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{
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static const FName& GetWorldContextPinName()
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{
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static const FName WorldContextPinName(TEXT("__WorldContext"));
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return WorldContextPinName;
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}
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static bool RequireWorldContextParameter(const UK2Node_FunctionEntry* Node)
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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return K2Schema->IsStaticFunctionGraph(Node->GetGraph());
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}
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};
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UK2Node_FunctionEntry::UK2Node_FunctionEntry(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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// Enforce const-correctness by default
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bEnforceConstCorrectness = true;
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}
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void UK2Node_FunctionEntry::PreSave(const class ITargetPlatform* TargetPlatform)
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{
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Super::PreSave(TargetPlatform);
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const UBlueprint* Blueprint = HasValidBlueprint() ? GetBlueprint() : nullptr;
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if (LocalVariables.Num() > 0 && Blueprint)
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{
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// This code is here as it's unsafe to call when GIsSavingPackage is true
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UFunction* Function = FindField<UFunction>(Blueprint->SkeletonGeneratedClass, *GetOuter()->GetName());
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if (Function)
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{
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if (Function->GetStructureSize() > 0 || !ensure(Function->PropertyLink == nullptr))
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{
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TSharedPtr<FStructOnScope> LocalVarData = MakeShareable(new FStructOnScope(Function));
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for (TFieldIterator<UProperty> It(Function); It; ++It)
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{
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if (const UProperty* Property = *It)
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{
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const UStructProperty* PotentialUDSProperty = Cast<const UStructProperty>(Property);
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// UDS requires default data even when the LocalVariable value is empty
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for (FBPVariableDescription& LocalVar : LocalVariables)
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{
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if (LocalVar.VarName == Property->GetFName() && !LocalVar.DefaultValue.IsEmpty())
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{
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// Go to property and back, this handles redirector fixup and will sanitize the output
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// The asset registry only knows about these references because when the node is expanded it turns into a hard reference
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FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, LocalVarData->GetStructMemory());
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FBlueprintEditorUtils::PropertyValueToString(Property, LocalVarData->GetStructMemory(), LocalVar.DefaultValue);
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}
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}
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}
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}
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}
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}
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}
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}
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void UK2Node_FunctionEntry::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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Ar.UsingCustomVersion(FBlueprintsObjectVersion::GUID);
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if (Ar.IsSaving())
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{
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for (FBPVariableDescription& LocalVariable : LocalVariables)
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{
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if (!LocalVariable.DefaultValue.IsEmpty())
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{
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// If looking for references during save, expand any default values on the local variables
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// This is only reliable when saving in the editor, the cook case is handled below
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if (Ar.IsObjectReferenceCollector() && LocalVariable.VarType.PinCategory == UEdGraphSchema_K2::PC_Struct && LocalVariable.VarType.PinSubCategoryObject.IsValid())
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{
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UScriptStruct* Struct = Cast<UScriptStruct>(LocalVariable.VarType.PinSubCategoryObject.Get());
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if (Struct)
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{
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TSharedPtr<FStructOnScope> StructData = MakeShareable(new FStructOnScope(Struct));
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// Import the literal text to a dummy struct and then serialize that. Hard object references will not properly import, this is only useful for soft references!
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FOutputDeviceNull NullOutput;
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Struct->ImportText(*LocalVariable.DefaultValue, StructData->GetStructMemory(), nullptr, PPF_SerializedAsImportText, &NullOutput, LocalVariable.VarName.ToString());
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Struct->SerializeItem(Ar, StructData->GetStructMemory(), nullptr);
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}
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}
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if (LocalVariable.VarType.PinCategory == UEdGraphSchema_K2::PC_SoftObject || LocalVariable.VarType.PinCategory == UEdGraphSchema_K2::PC_SoftClass)
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{
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FSoftObjectPath TempRef(LocalVariable.DefaultValue);
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// Serialize the asset reference, this will do the save fixup. It won't actually serialize the string if this is a real archive like linkersave
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FSoftObjectPathSerializationScope DisableSerialize(NAME_None, NAME_None, ESoftObjectPathCollectType::AlwaysCollect, ESoftObjectPathSerializeType::SkipSerializeIfArchiveHasSize);
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Ar << TempRef;
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LocalVariable.DefaultValue = TempRef.ToString();
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}
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}
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}
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}
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else if (Ar.IsLoading())
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{
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if (Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::LocalVariablesBlueprintVisible)
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{
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for (FBPVariableDescription& LocalVariable : LocalVariables)
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{
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LocalVariable.PropertyFlags |= CPF_BlueprintVisible;
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}
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}
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if (Ar.UE4Ver() < VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES
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|| ((Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::EnforceConstInAnimBlueprintFunctionGraphs) && GetBlueprint()->IsA<UAnimBlueprint>()))
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{
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// Allow legacy implementations to violate const-correctness
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bEnforceConstCorrectness = false;
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}
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if (Ar.CustomVer(FBlueprintsObjectVersion::GUID) < FBlueprintsObjectVersion::CleanBlueprintFunctionFlags)
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{
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// Flags we explicitly use ExtraFlags for (at the time this fix was made):
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// FUNC_Public, FUNC_Protected, FUNC_Private,
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// FUNC_Static, FUNC_Const,
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// FUNC_BlueprintPure, FUNC_BlueprintCallable, FUNC_BlueprintEvent, FUNC_BlueprintAuthorityOnly,
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// FUNC_Net, FUNC_NetMulticast, FUNC_NetServer, FUNC_NetClient, FUNC_NetReliable
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//
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// FUNC_Exec, FUNC_Event, & FUNC_BlueprintCosmetic are all inherited
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// in FKismetCompilerContext::PrecompileFunction()
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static const uint32 InvalidExtraFlagsMask = FUNC_Final | FUNC_RequiredAPI | FUNC_BlueprintCosmetic |
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FUNC_NetRequest | FUNC_Exec | FUNC_Native | FUNC_Event | FUNC_NetResponse | FUNC_MulticastDelegate |
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FUNC_Delegate | FUNC_HasOutParms | FUNC_HasDefaults | FUNC_DLLImport | FUNC_NetValidate;
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ExtraFlags &= ~InvalidExtraFlagsMask;
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}
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if (Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::ChangeAssetPinsToString)
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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// Prior to this version, changing the type of a local variable would lead to corrupt default value strings
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for (FBPVariableDescription& LocalVar : LocalVariables)
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{
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FString UseDefaultValue;
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UObject* UseDefaultObject = nullptr;
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FText UseDefaultText;
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if (!LocalVar.DefaultValue.IsEmpty())
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{
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K2Schema->GetPinDefaultValuesFromString(LocalVar.VarType, this, LocalVar.DefaultValue, UseDefaultValue, UseDefaultObject, UseDefaultText);
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FString ErrorMessage;
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if (!K2Schema->DefaultValueSimpleValidation(LocalVar.VarType, LocalVar.VarName, UseDefaultValue, UseDefaultObject, UseDefaultText, &ErrorMessage))
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{
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const UBlueprint* Blueprint = GetBlueprint();
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UE_LOG(LogBlueprint, Log, TEXT("Clearing invalid default value for local variable %s on blueprint %s: %s"), *LocalVar.VarName.ToString(), Blueprint ? *Blueprint->GetName() : TEXT("Unknown"), *ErrorMessage);
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LocalVar.DefaultValue.Reset();
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}
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}
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}
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}
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// In editor, fixup soft object ptrs on load on to handle redirects and finding refs for cooking
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// We're not handling soft object ptrs inside FStructs because it's a rare edge case and would be a performance hit on load
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if (GIsEditor)
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{
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FSoftObjectPathSerializationScope SetPackage(GetOutermost()->GetFName(), NAME_None, ESoftObjectPathCollectType::AlwaysCollect, ESoftObjectPathSerializeType::SkipSerializeIfArchiveHasSize);
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for (FBPVariableDescription& LocalVariable : LocalVariables)
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{
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if (!LocalVariable.DefaultValue.IsEmpty() && (LocalVariable.VarType.PinCategory == UEdGraphSchema_K2::PC_SoftObject || LocalVariable.VarType.PinCategory == UEdGraphSchema_K2::PC_SoftClass))
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{
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FSoftObjectPath TempRef(LocalVariable.DefaultValue);
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TempRef.PostLoadPath(&Ar);
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TempRef.PreSavePath();
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LocalVariable.DefaultValue = TempRef.ToString();
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}
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}
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}
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}
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}
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FText UK2Node_FunctionEntry::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UEdGraph* Graph = GetGraph();
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FGraphDisplayInfo DisplayInfo;
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Graph->GetSchema()->GetGraphDisplayInformation(*Graph, DisplayInfo);
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return DisplayInfo.DisplayName;
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}
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void UK2Node_FunctionEntry::AllocateDefaultPins()
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{
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
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if (UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
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{
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CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true);
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}
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Super::AllocateDefaultPins();
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if (FFunctionEntryHelper::RequireWorldContextParameter(this)
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&& ensure(!FindPin(FFunctionEntryHelper::GetWorldContextPinName())))
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{
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UEdGraphPin* WorldContextPin = CreatePin(
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EGPD_Output,
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UEdGraphSchema_K2::PC_Object,
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UObject::StaticClass(),
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FFunctionEntryHelper::GetWorldContextPinName());
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WorldContextPin->bHidden = true;
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}
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}
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UEdGraphPin* UK2Node_FunctionEntry::GetAutoWorldContextPin() const
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{
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return FindPin(FFunctionEntryHelper::GetWorldContextPinName());
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}
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void UK2Node_FunctionEntry::RemoveOutputPin(UEdGraphPin* PinToRemove)
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{
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UK2Node_FunctionEntry* OwningSeq = Cast<UK2Node_FunctionEntry>( PinToRemove->GetOwningNode() );
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if (OwningSeq)
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{
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PinToRemove->MarkPendingKill();
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OwningSeq->Pins.Remove(PinToRemove);
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}
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}
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bool UK2Node_FunctionEntry::CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage)
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{
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bool bResult = Super::CanCreateUserDefinedPin(InPinType, InDesiredDirection, OutErrorMessage);
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if (bResult)
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{
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if(InDesiredDirection == EGPD_Input)
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{
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OutErrorMessage = LOCTEXT("AddInputPinError", "Cannot add input pins to function entry node!");
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bResult = false;
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}
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}
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return bResult;
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}
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UEdGraphPin* UK2Node_FunctionEntry::CreatePinFromUserDefinition(const TSharedPtr<FUserPinInfo> NewPinInfo)
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{
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// Make sure that if this is an exec node we are allowed one.
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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if (NewPinInfo->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec && !CanModifyExecutionWires())
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{
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return nullptr;
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}
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UEdGraphPin* NewPin = CreatePin(EGPD_Output, NewPinInfo->PinType, NewPinInfo->PinName);
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Schema->SetPinAutogeneratedDefaultValue(NewPin, NewPinInfo->PinDefaultValue);
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return NewPin;
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}
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FNodeHandlingFunctor* UK2Node_FunctionEntry::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
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{
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return new FKCHandler_FunctionEntry(CompilerContext);
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}
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void UK2Node_FunctionEntry::GetRedirectPinNames(const UEdGraphPin& Pin, TArray<FString>& RedirectPinNames) const
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{
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Super::GetRedirectPinNames(Pin, RedirectPinNames);
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if(RedirectPinNames.Num() > 0)
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{
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const FString OldPinName = RedirectPinNames[0];
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// first add functionname.param
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const FName SignatureName = FunctionReference.GetMemberName();
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RedirectPinNames.Add(FString::Printf(TEXT("%s.%s"), *SignatureName.ToString(), *OldPinName));
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// if there is class, also add an option for class.functionname.param
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if(UClass const* SignatureClass = FunctionReference.GetMemberParentClass())
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{
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RedirectPinNames.Add(FString::Printf(TEXT("%s.%s.%s"), *SignatureClass->GetName(), *SignatureName.ToString(), *OldPinName));
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}
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}
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}
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bool UK2Node_FunctionEntry::IsDeprecated() const
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{
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|
if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
|
|
{
|
|
return Function->HasMetaData(FBlueprintMetadata::MD_DeprecatedFunction);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FString UK2Node_FunctionEntry::GetDeprecationMessage() const
|
|
{
|
|
if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
|
|
{
|
|
if (Function->HasMetaData(FBlueprintMetadata::MD_DeprecationMessage))
|
|
{
|
|
return FString::Printf(TEXT("%s %s"), *LOCTEXT("FunctionDeprecated_Warning", "@@ is deprecated;").ToString(), *Function->GetMetaData(FBlueprintMetadata::MD_DeprecationMessage));
|
|
}
|
|
}
|
|
|
|
return Super::GetDeprecationMessage();
|
|
}
|
|
|
|
FText UK2Node_FunctionEntry::GetTooltipText() const
|
|
{
|
|
if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
|
|
{
|
|
return FText::FromString(UK2Node_CallFunction::GetDefaultTooltipForFunction(Function));
|
|
}
|
|
return Super::GetTooltipText();
|
|
}
|
|
|
|
int32 UK2Node_FunctionEntry::GetFunctionFlags() const
|
|
{
|
|
int32 ReturnFlags = 0;
|
|
|
|
if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
|
|
{
|
|
ReturnFlags = Function->FunctionFlags;
|
|
}
|
|
return ReturnFlags | ExtraFlags;
|
|
}
|
|
|
|
void UK2Node_FunctionEntry::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
|
|
{
|
|
Super::ExpandNode(CompilerContext, SourceGraph);
|
|
|
|
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
|
|
|
|
UEdGraphPin* OldStartExecPin = nullptr;
|
|
|
|
if(Pins[0]->LinkedTo.Num())
|
|
{
|
|
OldStartExecPin = Pins[0]->LinkedTo[0];
|
|
}
|
|
|
|
UEdGraphPin* LastActiveOutputPin = Pins[0];
|
|
|
|
// Only look for FunctionEntry nodes who were duplicated and have a source object
|
|
if ( UK2Node_FunctionEntry* OriginalNode = Cast<UK2Node_FunctionEntry>(CompilerContext.MessageLog.FindSourceObject(this)) )
|
|
{
|
|
check(OriginalNode->GetOuter());
|
|
|
|
// Find the associated UFunction
|
|
UFunction* Function = FindField<UFunction>(CompilerContext.Blueprint->SkeletonGeneratedClass, *OriginalNode->GetOuter()->GetName());
|
|
|
|
// When regenerating on load, we may need to import text on certain properties to force load the assets
|
|
TSharedPtr<FStructOnScope> LocalVarData;
|
|
if (Function && CompilerContext.Blueprint->bIsRegeneratingOnLoad)
|
|
{
|
|
if (Function->GetStructureSize() > 0 || !ensure(Function->PropertyLink == nullptr))
|
|
{
|
|
LocalVarData = MakeShareable(new FStructOnScope(Function));
|
|
}
|
|
}
|
|
|
|
for (TFieldIterator<UProperty> It(Function); It; ++It)
|
|
{
|
|
if (const UProperty* Property = *It)
|
|
{
|
|
const UStructProperty* PotentialUDSProperty = Cast<const UStructProperty>(Property);
|
|
|
|
for (const FBPVariableDescription& LocalVar : LocalVariables)
|
|
{
|
|
if (LocalVar.VarName == Property->GetFName() && !LocalVar.DefaultValue.IsEmpty())
|
|
{
|
|
// Add a variable set node for the local variable and hook it up immediately following the entry node or the last added local variable
|
|
UK2Node_VariableSet* VariableSetNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableSet>(this, SourceGraph);
|
|
VariableSetNode->SetFromProperty(Property, false);
|
|
Schema->ConfigureVarNode(VariableSetNode, LocalVar.VarName, Function, CompilerContext.Blueprint);
|
|
VariableSetNode->AllocateDefaultPins();
|
|
|
|
if(UEdGraphPin* SetPin = VariableSetNode->FindPin(Property->GetFName()))
|
|
{
|
|
if(LocalVar.VarType.IsArray())
|
|
{
|
|
TSharedPtr<FStructOnScope> StructData = MakeShareable(new FStructOnScope(Function));
|
|
FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, StructData->GetStructMemory());
|
|
|
|
// Create a Make Array node to setup the array's defaults
|
|
UK2Node_MakeArray* MakeArray = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph);
|
|
MakeArray->AllocateDefaultPins();
|
|
MakeArray->GetOutputPin()->MakeLinkTo(SetPin);
|
|
MakeArray->PostReconstructNode();
|
|
|
|
const UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Property);
|
|
check(ArrayProperty);
|
|
|
|
FScriptArrayHelper_InContainer ArrayHelper(ArrayProperty, StructData->GetStructMemory());
|
|
FScriptArrayHelper_InContainer DefaultArrayHelper(ArrayProperty, StructData->GetStructMemory());
|
|
|
|
// Go through each element in the array to set the default value
|
|
for( int32 ArrayIndex = 0 ; ArrayIndex < ArrayHelper.Num() ; ArrayIndex++ )
|
|
{
|
|
uint8* PropData = ArrayHelper.GetRawPtr(ArrayIndex);
|
|
|
|
// Retrieve the element's default value
|
|
FString DefaultValue;
|
|
FBlueprintEditorUtils::PropertyValueToString(ArrayProperty->Inner, PropData, DefaultValue);
|
|
|
|
if(ArrayIndex > 0)
|
|
{
|
|
MakeArray->AddInputPin();
|
|
}
|
|
|
|
// Add one to the index for the pin to set the default on to skip the output pin
|
|
Schema->TrySetDefaultValue(*MakeArray->Pins[ArrayIndex + 1], DefaultValue);
|
|
}
|
|
}
|
|
else if(LocalVar.VarType.IsSet() || LocalVar.VarType.IsMap())
|
|
{
|
|
UK2Node_MakeVariable* MakeVariableNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeVariable>(this, SourceGraph);
|
|
MakeVariableNode->SetupVariable(LocalVar, SetPin, CompilerContext, Function, Property);
|
|
}
|
|
else
|
|
{
|
|
if (CompilerContext.Blueprint->bIsRegeneratingOnLoad)
|
|
{
|
|
// When regenerating on load, we want to force load assets referenced by local variables.
|
|
// This functionality is already handled when generating Terms in the Kismet Compiler for Arrays and Structs, so we do not have to worry about them.
|
|
if (LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Object || LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Class || LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Interface)
|
|
{
|
|
FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, LocalVarData->GetStructMemory());
|
|
}
|
|
}
|
|
|
|
// Set the default value
|
|
Schema->TrySetDefaultValue(*SetPin, LocalVar.DefaultValue);
|
|
}
|
|
}
|
|
|
|
LastActiveOutputPin->BreakAllPinLinks();
|
|
LastActiveOutputPin->MakeLinkTo(VariableSetNode->Pins[0]);
|
|
LastActiveOutputPin = VariableSetNode->Pins[1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally, hook up the last node to the old node the function entry node was connected to
|
|
if(OldStartExecPin)
|
|
{
|
|
LastActiveOutputPin->MakeLinkTo(OldStartExecPin);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UK2Node_FunctionEntry::PostReconstructNode()
|
|
{
|
|
Super::PostReconstructNode();
|
|
}
|
|
|
|
bool UK2Node_FunctionEntry::ModifyUserDefinedPinDefaultValue(TSharedPtr<FUserPinInfo> PinInfo, const FString& NewDefaultValue)
|
|
{
|
|
if (Super::ModifyUserDefinedPinDefaultValue(PinInfo, NewDefaultValue))
|
|
{
|
|
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
|
|
K2Schema->HandleParameterDefaultValueChanged(this);
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool UK2Node_FunctionEntry::ShouldUseConstRefParams() const
|
|
{
|
|
// Interface functions with no outputs will be implemented as events. As with native interface functions with no outputs, the entry
|
|
// node is expected to use 'const Type&' for input parameters that are passed by reference. See UEditablePinBase::PostLoad() for details.
|
|
if (const UEdGraph* OwningGraph = GetGraph())
|
|
{
|
|
const UBlueprint* OwningBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(OwningGraph);
|
|
if (OwningBlueprint && OwningBlueprint->BlueprintType == BPTYPE_Interface)
|
|
{
|
|
// Find paired result node and check for outputs.
|
|
for (UEdGraphNode* Node : OwningGraph->Nodes)
|
|
{
|
|
if (UK2Node_FunctionResult* ResultNode = Cast<UK2Node_FunctionResult>(Node))
|
|
{
|
|
// This might be called from the super's Serialize() method for older assets, so make sure the result node's pins have been loaded.
|
|
if (ResultNode->HasAnyFlags(RF_NeedLoad))
|
|
{
|
|
GetLinker()->Preload(ResultNode);
|
|
}
|
|
|
|
return ResultNode->UserDefinedPins.Num() == 0;
|
|
}
|
|
}
|
|
|
|
// No result node, so there are no outputs.
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|