Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/EventEntryHandler.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

25 lines
855 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "EventEntryHandler.h"
void FKCHandler_EventEntry::RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net)
{
const bool bIsDelegateOutput = (NULL != Net) && (UK2Node_Event::DelegateOutputName == Net->PinName);
if(!bIsDelegateOutput)
{
// 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);
}