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551 lines
22 KiB
C++
551 lines
22 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "KismetCompiler.h"
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#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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struct FK2Node_SpawnActorFromClassHelper
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{
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static FString WorldContextPinName;
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static FString ClassPinName;
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static FString SpawnTransformPinName;
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static FString NoCollisionFailPinName;
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static FString OwnerPinName;
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};
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FString FK2Node_SpawnActorFromClassHelper::WorldContextPinName(TEXT("WorldContextObject"));
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FString FK2Node_SpawnActorFromClassHelper::ClassPinName(TEXT("Class"));
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FString FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName(TEXT("SpawnTransform"));
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FString FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName(TEXT("SpawnEvenIfColliding"));
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FString FK2Node_SpawnActorFromClassHelper::OwnerPinName(TEXT("Owner"));
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#define LOCTEXT_NAMESPACE "K2Node_SpawnActorFromClass"
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UK2Node_SpawnActorFromClass::UK2Node_SpawnActorFromClass(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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NodeTooltip = LOCTEXT("NodeTooltip", "Attempts to spawn a new Actor with the specified transform");
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}
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void UK2Node_SpawnActorFromClass::AllocateDefaultPins()
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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// Add execution pins
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CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
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CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);
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// If required add the world context pin
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if (GetBlueprint()->ParentClass->HasMetaData(FBlueprintMetadata::MD_ShowWorldContextPin))
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{
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CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), UObject::StaticClass(), false, false, FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
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}
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// Add blueprint pin
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UEdGraphPin* ClassPin = CreatePin(EGPD_Input, K2Schema->PC_Class, TEXT(""), AActor::StaticClass(), false, false, FK2Node_SpawnActorFromClassHelper::ClassPinName);
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K2Schema->ConstructBasicPinTooltip(*ClassPin, LOCTEXT("ClassPinDescription", "The Actor class you want to spawn"), ClassPin->PinToolTip);
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// Transform pin
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UScriptStruct* TransformStruct = GetBaseStructure(TEXT("Transform"));
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UEdGraphPin* TransformPin = CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), TransformStruct, false, false, FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
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K2Schema->ConstructBasicPinTooltip(*TransformPin, LOCTEXT("TransformPinDescription", "The transform to spawn the Actor with"), TransformPin->PinToolTip);
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// bNoCollisionFail pin
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UEdGraphPin* NoCollisionFailPin = CreatePin(EGPD_Input, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName);
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K2Schema->ConstructBasicPinTooltip(*NoCollisionFailPin, LOCTEXT("NoCollisionFailPinDescription", "Determines if the Actor should be spawned when the location is blocked by a collision"), NoCollisionFailPin->PinToolTip);
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UEdGraphPin* OwnerPin = CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), AActor::StaticClass(),/*bIsArray =*/false, /*bIsReference =*/false, FK2Node_SpawnActorFromClassHelper::OwnerPinName);
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OwnerPin->bAdvancedView = true;
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if (ENodeAdvancedPins::NoPins == AdvancedPinDisplay)
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{
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AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
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}
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K2Schema->ConstructBasicPinTooltip(*OwnerPin, LOCTEXT("OwnerPinDescription", "Can be left empty; primarily used for replication (bNetUseOwnerRelevancy and bOnlyRelevantToOwner), or visibility (PrimitiveComponent's bOwnerNoSee/bOnlyOwnerSee)"), OwnerPin->PinToolTip);
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// Result pin
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UEdGraphPin* ResultPin = CreatePin(EGPD_Output, K2Schema->PC_Object, TEXT(""), AActor::StaticClass(), false, false, K2Schema->PN_ReturnValue);
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K2Schema->ConstructBasicPinTooltip(*ResultPin, LOCTEXT("ResultPinDescription", "The spawned Actor"), ResultPin->PinToolTip);
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Super::AllocateDefaultPins();
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}
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void UK2Node_SpawnActorFromClass::CreatePinsForClass(UClass* InClass, TArray<UEdGraphPin*>& OutClassPins)
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{
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check(InClass != NULL);
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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const UObject* const ClassDefaultObject = InClass->GetDefaultObject(false);
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for (TFieldIterator<UProperty> PropertyIt(InClass, EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
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{
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UProperty* Property = *PropertyIt;
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UClass* PropertyClass = CastChecked<UClass>(Property->GetOuter());
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const bool bIsDelegate = Property->IsA(UMulticastDelegateProperty::StaticClass());
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const bool bIsExposedToSpawn = UEdGraphSchema_K2::IsPropertyExposedOnSpawn(Property);
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const bool bIsSettableExternally = !Property->HasAnyPropertyFlags(CPF_DisableEditOnInstance);
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if( bIsExposedToSpawn &&
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!Property->HasAnyPropertyFlags(CPF_Parm) &&
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bIsSettableExternally &&
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Property->HasAllPropertyFlags(CPF_BlueprintVisible) &&
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!bIsDelegate &&
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(NULL == FindPin(Property->GetName()) ) )
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{
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UEdGraphPin* Pin = CreatePin(EGPD_Input, TEXT(""), TEXT(""), NULL, false, false, Property->GetName());
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const bool bPinGood = (Pin != NULL) && K2Schema->ConvertPropertyToPinType(Property, /*out*/ Pin->PinType);
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OutClassPins.Add(Pin);
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if (ClassDefaultObject && Pin != NULL && K2Schema->PinDefaultValueIsEditable(*Pin))
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{
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FString DefaultValueAsString;
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const bool bDefaultValueSet = FBlueprintEditorUtils::PropertyValueToString(Property, reinterpret_cast<const uint8*>(ClassDefaultObject), DefaultValueAsString);
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check( bDefaultValueSet );
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K2Schema->TrySetDefaultValue(*Pin, DefaultValueAsString);
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}
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// Copy tooltip from the property.
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if (Pin != nullptr)
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{
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K2Schema->ConstructBasicPinTooltip(*Pin, Property->GetToolTipText(), Pin->PinToolTip);
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}
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}
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}
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// Change class of output pin
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UEdGraphPin* ResultPin = GetResultPin();
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ResultPin->PinType.PinSubCategoryObject = InClass;
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}
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UClass* UK2Node_SpawnActorFromClass::GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch /*=NULL*/) const
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{
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UClass* UseSpawnClass = nullptr;
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const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
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UEdGraphPin* ClassPin = GetClassPin(PinsToSearch);
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if(ClassPin && ClassPin->DefaultObject != NULL && ClassPin->LinkedTo.Num() == 0)
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{
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UseSpawnClass = CastChecked<UClass>(ClassPin->DefaultObject);
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}
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else if (ClassPin && (1 == ClassPin->LinkedTo.Num()))
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{
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auto SourcePin = ClassPin->LinkedTo[0];
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UseSpawnClass = SourcePin ? Cast<UClass>(SourcePin->PinType.PinSubCategoryObject.Get()) : nullptr;
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}
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return UseSpawnClass;
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}
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void UK2Node_SpawnActorFromClass::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
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{
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AllocateDefaultPins();
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UClass* UseSpawnClass = GetClassToSpawn(&OldPins);
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if( UseSpawnClass != NULL )
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{
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TArray<UEdGraphPin*> ClassPins;
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CreatePinsForClass(UseSpawnClass, ClassPins);
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}
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}
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void UK2Node_SpawnActorFromClass::PostPlacedNewNode()
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{
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Super::PostPlacedNewNode();
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UClass* UseSpawnClass = GetClassToSpawn();
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if( UseSpawnClass != NULL )
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{
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TArray<UEdGraphPin*> ClassPins;
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CreatePinsForClass(UseSpawnClass, ClassPins);
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}
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}
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bool UK2Node_SpawnActorFromClass::IsSpawnVarPin(UEdGraphPin* Pin)
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* ParentPin = Pin->ParentPin;
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while (ParentPin)
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{
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if (ParentPin->PinName == FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName)
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{
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return false;
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}
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ParentPin = ParentPin->ParentPin;
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}
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return( Pin->PinName != K2Schema->PN_Execute &&
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Pin->PinName != K2Schema->PN_Then &&
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Pin->PinName != K2Schema->PN_ReturnValue &&
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Pin->PinName != FK2Node_SpawnActorFromClassHelper::ClassPinName &&
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Pin->PinName != FK2Node_SpawnActorFromClassHelper::WorldContextPinName &&
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Pin->PinName != FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName &&
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Pin->PinName != FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName &&
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Pin->PinName != FK2Node_SpawnActorFromClassHelper::OwnerPinName );
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}
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void UK2Node_SpawnActorFromClass::OnClassPinChanged()
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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// Because the archetype has changed, we break the output link as the output pin type will change
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UEdGraphPin* ResultPin = GetResultPin();
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ResultPin->BreakAllPinLinks();
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// Remove all pins related to archetype variables
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TArray<UEdGraphPin*> OldPins = Pins;
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TArray<UEdGraphPin*> OldClassPins;
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for (int32 i = 0; i < OldPins.Num(); i++)
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{
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UEdGraphPin* OldPin = OldPins[i];
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if (IsSpawnVarPin(OldPin))
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{
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Pins.Remove(OldPin);
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OldClassPins.Add(OldPin);
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}
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}
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CachedNodeTitle.MarkDirty();
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UClass* UseSpawnClass = GetClassToSpawn();
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TArray<UEdGraphPin*> NewClassPins;
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if (UseSpawnClass != NULL)
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{
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CreatePinsForClass(UseSpawnClass, NewClassPins);
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}
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K2Schema->ConstructBasicPinTooltip(*ResultPin, LOCTEXT("ResultPinDescription", "The spawned Actor"), ResultPin->PinToolTip);
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// Rewire the old pins to the new pins so connections are maintained if possible
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RewireOldPinsToNewPins(OldClassPins, NewClassPins);
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// Destroy the old pins
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DestroyPinList(OldClassPins);
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// Refresh the UI for the graph so the pin changes show up
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UEdGraph* Graph = GetGraph();
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Graph->NotifyGraphChanged();
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// Mark dirty
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FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
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}
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void UK2Node_SpawnActorFromClass::PinConnectionListChanged(UEdGraphPin* ChangedPin)
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{
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if (ChangedPin && (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName))
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{
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OnClassPinChanged();
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}
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}
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void UK2Node_SpawnActorFromClass::PinDefaultValueChanged(UEdGraphPin* ChangedPin)
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{
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if (ChangedPin && (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName))
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{
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OnClassPinChanged();
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}
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}
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FText UK2Node_SpawnActorFromClass::GetTooltipText() const
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{
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return NodeTooltip;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetThenPin()const
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_Then);
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check(Pin->Direction == EGPD_Output);
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return Pin;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch /*= NULL*/) const
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{
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const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
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UEdGraphPin* Pin = NULL;
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for( auto PinIt = PinsToSearch->CreateConstIterator(); PinIt; ++PinIt )
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{
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UEdGraphPin* TestPin = *PinIt;
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if( TestPin && TestPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName )
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{
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Pin = TestPin;
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break;
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}
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}
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check(Pin == NULL || Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetSpawnTransformPin() const
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{
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UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
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check(Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetNoCollisionFailPin() const
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{
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UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName);
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check(Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetOwnerPin() const
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{
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UEdGraphPin* Pin = FindPin(FK2Node_SpawnActorFromClassHelper::OwnerPinName);
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check(Pin == NULL || Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetWorldContextPin() const
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{
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UEdGraphPin* Pin = FindPin(FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
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check(Pin == NULL || Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_SpawnActorFromClass::GetResultPin() const
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_ReturnValue);
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check(Pin->Direction == EGPD_Output);
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return Pin;
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}
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FLinearColor UK2Node_SpawnActorFromClass::GetNodeTitleColor() const
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{
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return Super::GetNodeTitleColor();
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}
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FText UK2Node_SpawnActorFromClass::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FText NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_BaseTitle", "Spawn Actor from Class");
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if (TitleType != ENodeTitleType::MenuTitle)
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{
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FText SpawnString = NSLOCTEXT("K2Node", "None", "NONE");
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if (UEdGraphPin* ClassPin = GetClassPin())
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{
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if (ClassPin->LinkedTo.Num() > 0)
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{
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// Blueprint will be determined dynamically, so we don't have the name in this case
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NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_Unknown", "SpawnActor");
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}
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else if (ClassPin->DefaultObject == nullptr)
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{
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NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_NONE", "SpawnActor NONE");
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}
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else
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{
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if (CachedNodeTitle.IsOutOfDate(this))
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{
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FText ClassName;
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if (UClass* PickedClass = Cast<UClass>(ClassPin->DefaultObject))
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{
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ClassName = PickedClass->GetDisplayNameText();
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}
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FFormatNamedArguments Args;
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Args.Add(TEXT("ClassName"), ClassName);
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "SpawnActor", "SpawnActor {ClassName}"), Args), this);
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}
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NodeTitle = CachedNodeTitle;
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}
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}
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else
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{
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NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_NONE", "SpawnActor NONE");
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}
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}
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return NodeTitle;
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}
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bool UK2Node_SpawnActorFromClass::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
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return Super::IsCompatibleWithGraph(TargetGraph) && (!Blueprint || FBlueprintEditorUtils::FindUserConstructionScript(Blueprint) != TargetGraph);
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}
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void UK2Node_SpawnActorFromClass::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
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{
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UClass* ClassToSpawn = GetClassToSpawn();
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const FString ClassToSpawnStr = ClassToSpawn ? ClassToSpawn->GetName() : TEXT( "InvalidClass" );
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "SpawnActorFromClass" ) ));
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), GetName() ));
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "ActorClass" ), ClassToSpawnStr ));
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}
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void UK2Node_SpawnActorFromClass::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// actions get registered under specific object-keys; the idea is that
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// actions might have to be updated (or deleted) if their object-key is
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// mutated (or removed)... here we use the node's class (so if the node
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// type disappears, then the action should go with it)
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UClass* ActionKey = GetClass();
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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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FText UK2Node_SpawnActorFromClass::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Gameplay);
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}
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FNodeHandlingFunctor* UK2Node_SpawnActorFromClass::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
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{
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return new FNodeHandlingFunctor(CompilerContext);
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}
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void UK2Node_SpawnActorFromClass::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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static FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginSpawningActorFromClass);
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static FString ActorClassParamName = FString(TEXT("ActorClass"));
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static FString WorldContextParamName = FString(TEXT("WorldContextObject"));
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static FName FinishSpawningFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, FinishSpawningActor);
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static FString ActorParamName = FString(TEXT("Actor"));
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static FString TransformParamName = FString(TEXT("SpawnTransform"));
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static FString NoCollisionFailParamName = FString(TEXT("bNoCollisionFail"));
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static FString OwnerParamName = FString(TEXT("Owner"));
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static FString ObjectParamName = FString(TEXT("Object"));
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static FString ValueParamName = FString(TEXT("Value"));
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static FString PropertyNameParamName = FString(TEXT("PropertyName"));
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UK2Node_SpawnActorFromClass* SpawnNode = this;
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UEdGraphPin* SpawnNodeExec = SpawnNode->GetExecPin();
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UEdGraphPin* SpawnNodeTransform = SpawnNode->GetSpawnTransformPin();
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UEdGraphPin* SpawnNodeNoCollisionFail = GetNoCollisionFailPin();
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UEdGraphPin* SpawnWorldContextPin = SpawnNode->GetWorldContextPin();
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UEdGraphPin* SpawnClassPin = SpawnNode->GetClassPin();
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UEdGraphPin* SpawnNodeOwnerPin = SpawnNode->GetOwnerPin();
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UEdGraphPin* SpawnNodeThen = SpawnNode->GetThenPin();
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UEdGraphPin* SpawnNodeResult = SpawnNode->GetResultPin();
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UClass* SpawnClass = (SpawnClassPin != NULL) ? Cast<UClass>(SpawnClassPin->DefaultObject) : NULL;
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if((0 == SpawnClassPin->LinkedTo.Num()) && (NULL == SpawnClass))
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{
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CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingClass_Error", "Spawn node @@ must have a class specified.").ToString(), SpawnNode);
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// we break exec links so this is the only error we get, don't want the SpawnActor node being considered and giving 'unexpected node' type warnings
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SpawnNode->BreakAllNodeLinks();
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return;
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}
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//////////////////////////////////////////////////////////////////////////
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// create 'begin spawn' call node
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UK2Node_CallFunction* CallBeginSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
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CallBeginSpawnNode->FunctionReference.SetExternalMember(BeginSpawningBlueprintFuncName, UGameplayStatics::StaticClass());
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CallBeginSpawnNode->AllocateDefaultPins();
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UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
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UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName);
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UEdGraphPin* CallBeginActorClassPin = CallBeginSpawnNode->FindPinChecked(ActorClassParamName);
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UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
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UEdGraphPin* CallBeginNoCollisionFail = CallBeginSpawnNode->FindPinChecked(NoCollisionFailParamName);
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UEdGraphPin* CallBeginOwnerPin = CallBeginSpawnNode->FindPinChecked(FK2Node_SpawnActorFromClassHelper::OwnerPinName);
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UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin();
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|
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// Move 'exec' connection from spawn node to 'begin spawn'
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CompilerContext.MovePinLinksToIntermediate(*SpawnNodeExec, *CallBeginExec);
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|
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if(SpawnClassPin->LinkedTo.Num() > 0)
|
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{
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// Copy the 'blueprint' connection from the spawn node to 'begin spawn'
|
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CompilerContext.MovePinLinksToIntermediate(*SpawnClassPin, *CallBeginActorClassPin);
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}
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else
|
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{
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|
// Copy blueprint literal onto begin spawn call
|
|
CallBeginActorClassPin->DefaultObject = SpawnClass;
|
|
}
|
|
|
|
// Copy the world context connection from the spawn node to 'begin spawn' if necessary
|
|
if (SpawnWorldContextPin)
|
|
{
|
|
CompilerContext.MovePinLinksToIntermediate(*SpawnWorldContextPin, *CallBeginWorldContextPin);
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|
}
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|
|
|
if (SpawnNodeOwnerPin != nullptr)
|
|
{
|
|
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeOwnerPin, *CallBeginOwnerPin);
|
|
}
|
|
|
|
// Copy the 'transform' connection from the spawn node to 'begin spawn'
|
|
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform);
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|
|
|
// Copy the 'bNoCollisionFail' connection from the spawn node to 'begin spawn'
|
|
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeNoCollisionFail, *CallBeginNoCollisionFail);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// create 'finish spawn' call node
|
|
UK2Node_CallFunction* CallFinishSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
|
|
CallFinishSpawnNode->FunctionReference.SetExternalMember(FinishSpawningFuncName, UGameplayStatics::StaticClass());
|
|
CallFinishSpawnNode->AllocateDefaultPins();
|
|
|
|
UEdGraphPin* CallFinishExec = CallFinishSpawnNode->GetExecPin();
|
|
UEdGraphPin* CallFinishThen = CallFinishSpawnNode->GetThenPin();
|
|
UEdGraphPin* CallFinishActor = CallFinishSpawnNode->FindPinChecked(ActorParamName);
|
|
UEdGraphPin* CallFinishTransform = CallFinishSpawnNode->FindPinChecked(TransformParamName);
|
|
UEdGraphPin* CallFinishResult = CallFinishSpawnNode->GetReturnValuePin();
|
|
|
|
// Move 'then' connection from spawn node to 'finish spawn'
|
|
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *CallFinishThen);
|
|
|
|
// Copy transform connection
|
|
CompilerContext.CopyPinLinksToIntermediate(*CallBeginTransform, *CallFinishTransform);
|
|
|
|
// Connect output actor from 'begin' to 'finish'
|
|
CallBeginResult->MakeLinkTo(CallFinishActor);
|
|
|
|
// Move result connection from spawn node to 'finish spawn'
|
|
CallFinishResult->PinType = SpawnNodeResult->PinType; // Copy type so it uses the right actor subclass
|
|
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeResult, *CallFinishResult);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// create 'set var' nodes
|
|
|
|
// Get 'result' pin from 'begin spawn', this is the actual actor we want to set properties on
|
|
UEdGraphPin* LastThen = FKismetCompilerUtilities::GenerateAssignmentNodes(CompilerContext, SourceGraph, CallBeginSpawnNode, SpawnNode, CallBeginResult, GetClassToSpawn() );
|
|
|
|
// Make exec connection between 'then' on last node and 'finish'
|
|
LastThen->MakeLinkTo(CallFinishExec);
|
|
|
|
// Break any links to the expanded node
|
|
SpawnNode->BreakAllNodeLinks();
|
|
}
|
|
|
|
bool UK2Node_SpawnActorFromClass::HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const
|
|
{
|
|
UClass* SourceClass = GetClassToSpawn();
|
|
const UBlueprint* SourceBlueprint = GetBlueprint();
|
|
const bool bResult = (SourceClass != NULL) && (SourceClass->ClassGeneratedBy != SourceBlueprint);
|
|
if (bResult && OptionalOutput)
|
|
{
|
|
OptionalOutput->AddUnique(SourceClass);
|
|
}
|
|
const bool bSuperResult = Super::HasExternalDependencies(OptionalOutput);
|
|
return bSuperResult || bResult;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |