Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SpawnActorFromClass.cpp
Robert Manuszewski aa11e3bbbf Merging UE4-Pretest @ 2042161 to UE4
Change 1996384 by Andrew Brown:
	322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
	321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
	309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
	More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
	327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
	- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
	pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
	pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
	PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
	pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
	MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
	HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
	FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
	workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
	BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
	typo in a comment
Change 2020355 by Maciej Mroz:
	Back out changelist 2020342
Change 2022178 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
	User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
	UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
	pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
	User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
	Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
	ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
	New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
	UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
	more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
	pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
	pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
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Change 1987422 by Maciej Mroz:
	Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
	UDStructures fixes:
Change 2029165 by Maciej Mroz:
	BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
	8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
	Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
	BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
	k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
	PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
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Change 2033340 by Maciej Mroz:
	ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
	EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
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Change 2032420 by Maciej Mroz:
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	EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
	ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
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Change 2025570 by Steve Robb:
	Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
	String improvements
Change 2035830 by Steve Robb:
	Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
	UBT build time regression fixes.
Change 2034162 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
	Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
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Change 2020187 by Steve Robb:
	CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
	Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
	Another use of dictionary utilities.
Change 2031049 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
	Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
	A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere

[CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00

481 lines
18 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
struct FK2Node_SpawnActorFromClassHelper
{
static FString WorldContextPinName;
static FString ClassPinName;
static FString SpawnTransformPinName;
static FString NoCollisionFailPinName;
};
FString FK2Node_SpawnActorFromClassHelper::WorldContextPinName(TEXT("WorldContextObject"));
FString FK2Node_SpawnActorFromClassHelper::ClassPinName(TEXT("Class"));
FString FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName(TEXT("SpawnTransform"));
FString FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName(TEXT("SpawnEvenIfColliding"));
#define LOCTEXT_NAMESPACE "K2Node_SpawnActorFromClass"
UK2Node_SpawnActorFromClass::UK2Node_SpawnActorFromClass(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Attempts to spawn a new Actor with the specified transform").ToString();
}
void UK2Node_SpawnActorFromClass::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Add execution pins
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);
// If required add the world context pin
if (GetBlueprint()->ParentClass->HasMetaData(FBlueprintMetadata::MD_ShowHiddenSelfPins))
{
CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), UObject::StaticClass(), false, false, FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
}
// Add blueprint pin
UEdGraphPin* ClassPin = CreatePin(EGPD_Input, K2Schema->PC_Class, TEXT(""), AActor::StaticClass(), false, false, FK2Node_SpawnActorFromClassHelper::ClassPinName);
SetPinToolTip(*ClassPin, LOCTEXT("ClassPinDescription", "The Actor class you want to spawn"));
// Transform pin
UScriptStruct* TransformStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Transform"));
UEdGraphPin* TransformPin = CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), TransformStruct, false, false, FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
SetPinToolTip(*TransformPin, LOCTEXT("TransformPinDescription", "The transform to spawn the Actor with"));
// bNoCollisionFail pin
UEdGraphPin* NoCollisionFailPin = CreatePin(EGPD_Input, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName);
SetPinToolTip(*NoCollisionFailPin, LOCTEXT("NoCollisionFailPinDescription", "Determines if the Actor should be spawned when the location is blocked by a collision"));
// Result pin
UEdGraphPin* ResultPin = CreatePin(EGPD_Output, K2Schema->PC_Object, TEXT(""), AActor::StaticClass(), false, false, K2Schema->PN_ReturnValue);
SetPinToolTip(*ResultPin, LOCTEXT("ResultPinDescription", "The spawned Actor"));
Super::AllocateDefaultPins();
}
void UK2Node_SpawnActorFromClass::SetPinToolTip(UEdGraphPin& MutatablePin, const FText& PinDescription) const
{
MutatablePin.PinToolTip = UEdGraphSchema_K2::TypeToString(MutatablePin.PinType);
UEdGraphSchema_K2 const* const K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
if (K2Schema != nullptr)
{
MutatablePin.PinToolTip += TEXT(" ");
MutatablePin.PinToolTip += K2Schema->GetPinDisplayName(&MutatablePin);
}
MutatablePin.PinToolTip += FString(TEXT("\n")) + PinDescription.ToString();
}
void UK2Node_SpawnActorFromClass::CreatePinsForClass(UClass* InClass)
{
check(InClass != NULL);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for (TFieldIterator<UProperty> PropertyIt(InClass, EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
{
UProperty* Property = *PropertyIt;
UClass* PropertyClass = CastChecked<UClass>(Property->GetOuter());
const bool bIsDelegate = Property->IsA(UMulticastDelegateProperty::StaticClass());
const bool bIsExposedToSpawn = UEdGraphSchema_K2::IsPropertyExposedOnSpawn(Property);
const bool bIsSettableExternally = !Property->HasAnyPropertyFlags(CPF_DisableEditOnInstance);
if( bIsExposedToSpawn &&
!Property->HasAnyPropertyFlags(CPF_Parm) &&
bIsSettableExternally &&
Property->HasAllPropertyFlags(CPF_BlueprintVisible) &&
!bIsDelegate )
{
UEdGraphPin* Pin = CreatePin(EGPD_Input, TEXT(""), TEXT(""), NULL, false, false, Property->GetName());
const bool bPinGood = (Pin != NULL) && K2Schema->ConvertPropertyToPinType(Property, /*out*/ Pin->PinType);
Pin->bDefaultValueIsIgnored = true;
}
}
// Change class of output pin
UEdGraphPin* ResultPin = GetResultPin();
ResultPin->PinType.PinSubCategoryObject = InClass;
}
UClass* UK2Node_SpawnActorFromClass::GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch /*=NULL*/) const
{
UClass* UseSpawnClass = NULL;
const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
UEdGraphPin* ClassPin = GetClassPin(PinsToSearch);
if(ClassPin && ClassPin->DefaultObject != NULL && ClassPin->LinkedTo.Num() == 0)
{
UseSpawnClass = CastChecked<UClass>(ClassPin->DefaultObject);
}
return UseSpawnClass;
}
void UK2Node_SpawnActorFromClass::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
AllocateDefaultPins();
UClass* UseSpawnClass = GetClassToSpawn(&OldPins);
if( UseSpawnClass != NULL )
{
CreatePinsForClass(UseSpawnClass);
}
}
bool UK2Node_SpawnActorFromClass::IsSpawnVarPin(UEdGraphPin* Pin)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
return( Pin->PinName != K2Schema->PN_Execute &&
Pin->PinName != K2Schema->PN_Then &&
Pin->PinName != K2Schema->PN_ReturnValue &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::ClassPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::WorldContextPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName );
}
void UK2Node_SpawnActorFromClass::PinDefaultValueChanged(UEdGraphPin* ChangedPin)
{
if (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Because the archetype has changed, we break the output link as the output pin type will change
UEdGraphPin* ResultPin = GetResultPin();
ResultPin->BreakAllPinLinks();
// Remove all pins related to archetype variables
TArray<UEdGraphPin*> OldPins = Pins;
for (int32 i = 0; i < OldPins.Num(); i++)
{
UEdGraphPin* OldPin = OldPins[i];
if (IsSpawnVarPin(OldPin))
{
OldPin->BreakAllPinLinks();
Pins.Remove(OldPin);
}
}
UClass* UseSpawnClass = GetClassToSpawn();
if (UseSpawnClass != NULL)
{
CreatePinsForClass(UseSpawnClass);
}
// Refresh the UI for the graph so the pin changes show up
UEdGraph* Graph = GetGraph();
Graph->NotifyGraphChanged();
// Mark dirty
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
}
FString UK2Node_SpawnActorFromClass::GetTooltip() const
{
return NodeTooltip;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetThenPin()const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_Then);
check(Pin->Direction == EGPD_Output);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch /*= NULL*/) const
{
const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
UEdGraphPin* Pin = NULL;
for( auto PinIt = PinsToSearch->CreateConstIterator(); PinIt; ++PinIt )
{
UEdGraphPin* TestPin = *PinIt;
if( TestPin && TestPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName )
{
Pin = TestPin;
break;
}
}
check(Pin == NULL || Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetSpawnTransformPin() const
{
UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetNoCollisionFailPin() const
{
UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetWorldContextPin() const
{
UEdGraphPin* Pin = FindPin(FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
check(Pin == NULL || Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetResultPin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_ReturnValue);
check(Pin->Direction == EGPD_Output);
return Pin;
}
FLinearColor UK2Node_SpawnActorFromClass::GetNodeTitleColor() const
{
return Super::GetNodeTitleColor();
}
FText UK2Node_SpawnActorFromClass::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UEdGraphPin* ClassPin = GetClassPin();
FText SpawnString = NSLOCTEXT("K2Node", "None", "NONE");
if(ClassPin != NULL)
{
if(ClassPin->LinkedTo.Num() > 0)
{
// Blueprint will be determined dynamically, so we don't have the name in this case
SpawnString = FText::GetEmpty();
}
else if(ClassPin->DefaultObject != NULL)
{
SpawnString = FText::FromString(ClassPin->DefaultObject->GetName());
}
}
FFormatNamedArguments Args;
Args.Add(TEXT("ClassName"), SpawnString);
return FText::Format(NSLOCTEXT("K2Node", "SpawnActor", "SpawnActor {ClassName}"), Args);
}
FString UK2Node_SpawnActorFromClass::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
UEdGraphPin* ClassPin = GetClassPin();
FString SpawnString = TEXT("NONE");
if(ClassPin != NULL)
{
if(ClassPin->LinkedTo.Num() > 0)
{
// Blueprint will be determined dynamically, so we don't have the name in this case
SpawnString = TEXT("");
}
else if(ClassPin->DefaultObject != NULL)
{
SpawnString = ClassPin->DefaultObject->GetName();
}
}
return FString::Printf(TEXT("SpawnActor %s"), *SpawnString);
}
bool UK2Node_SpawnActorFromClass::CanPasteHere( const UEdGraph* TargetGraph, const UEdGraphSchema* Schema ) const
{
UBlueprint* Blueprint = Cast<UBlueprint>(TargetGraph->GetOuter());
return CanCreateUnderSpecifiedSchema(Schema) && (!Blueprint || FBlueprintEditorUtils::FindUserConstructionScript(Blueprint) != TargetGraph);
}
void UK2Node_SpawnActorFromClass::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
static FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginSpawningActorFromClass);
static FString ActorClassParamName = FString(TEXT("ActorClass"));
static FString WorldContextParamName = FString(TEXT("WorldContextObject"));
static FName FinishSpawningFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, FinishSpawningActor);
static FString ActorParamName = FString(TEXT("Actor"));
static FString TransformParamName = FString(TEXT("SpawnTransform"));
static FString NoCollisionFailParamName = FString(TEXT("bNoCollisionFail"));
static FString ObjectParamName = FString(TEXT("Object"));
static FString ValueParamName = FString(TEXT("Value"));
static FString PropertyNameParamName = FString(TEXT("PropertyName"));
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
UK2Node_SpawnActorFromClass* SpawnNode = this;
UEdGraphPin* SpawnNodeExec = SpawnNode->GetExecPin();
UEdGraphPin* SpawnNodeTransform = SpawnNode->GetSpawnTransformPin();
UEdGraphPin* SpawnNodeNoCollisionFail = GetNoCollisionFailPin();
UEdGraphPin* SpawnWorldContextPin = SpawnNode->GetWorldContextPin();
UEdGraphPin* SpawnClassPin = SpawnNode->GetClassPin();
UEdGraphPin* SpawnNodeThen = SpawnNode->GetThenPin();
UEdGraphPin* SpawnNodeResult = SpawnNode->GetResultPin();
UClass* SpawnClass = (SpawnClassPin != NULL) ? Cast<UClass>(SpawnClassPin->DefaultObject) : NULL;
if((0 == SpawnClassPin->LinkedTo.Num()) && (NULL == SpawnClass))
{
CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingClass_Error", "Spawn node @@ must have a class specified.").ToString(), SpawnNode);
// 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
SpawnNode->BreakAllNodeLinks();
return;
}
//////////////////////////////////////////////////////////////////////////
// create 'begin spawn' call node
UK2Node_CallFunction* CallBeginSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
CallBeginSpawnNode->FunctionReference.SetExternalMember(BeginSpawningBlueprintFuncName, UGameplayStatics::StaticClass());
CallBeginSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName);
UEdGraphPin* CallBeginActorClassPin = CallBeginSpawnNode->FindPinChecked(ActorClassParamName);
UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
UEdGraphPin* CallBeginNoCollisionFail = CallBeginSpawnNode->FindPinChecked(NoCollisionFailParamName);
UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin();
// Move 'exec' connection from spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeExec, *CallBeginExec);
if(SpawnClassPin->LinkedTo.Num() > 0)
{
// Copy the 'blueprint' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnClassPin, *CallBeginActorClassPin);
}
else
{
// 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);
}
// Copy the 'transform' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform);
// 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
UK2Node_CallFunction* LastNode = CallBeginSpawnNode;
// Create 'set var by name' nodes and hook them up
for(int32 PinIdx=0; PinIdx < SpawnNode->Pins.Num(); PinIdx++)
{
// Only create 'set param by name' node if this pin is linked to something
UEdGraphPin* SpawnVarPin = SpawnNode->Pins[PinIdx];
if(SpawnVarPin->LinkedTo.Num() > 0)
{
UFunction* SetByNameFunction = Schema->FindSetVariableByNameFunction(SpawnVarPin->PinType);
if(SetByNameFunction)
{
UK2Node_CallFunction* SetVarNode = NULL;
if(SpawnVarPin->PinType.bIsArray)
{
SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(SpawnNode, SourceGraph);
}
else
{
SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
}
SetVarNode->SetFromFunction(SetByNameFunction);
SetVarNode->AllocateDefaultPins();
// Connect this node into the exec chain
UEdGraphPin* LastThen = LastNode->GetThenPin();
UEdGraphPin* SetVarExec = SetVarNode->GetExecPin();
LastThen->MakeLinkTo(SetVarExec);
// Connect the new actor to the 'object' pin
UEdGraphPin* ObjectPin = SetVarNode->FindPinChecked(ObjectParamName);
CallBeginResult->MakeLinkTo(ObjectPin);
// Fill in literal for 'property name' pin - name of pin is property name
UEdGraphPin* PropertyNamePin = SetVarNode->FindPinChecked(PropertyNameParamName);
PropertyNamePin->DefaultValue = SpawnVarPin->PinName;
// Move connection from the variable pin on the spawn node to the 'value' pin
UEdGraphPin* ValuePin = SetVarNode->FindPinChecked(ValueParamName);
CompilerContext.MovePinLinksToIntermediate(*SpawnVarPin, *ValuePin);
SetVarNode->PinConnectionListChanged(ValuePin);
// Update 'last node in sequence' var
LastNode = SetVarNode;
}
}
}
// Make exec connection between 'then' on last node and 'finish'
UEdGraphPin* LastThen = LastNode->GetThenPin();
LastThen->MakeLinkTo(CallFinishExec);
// Break any links to the expanded node
SpawnNode->BreakAllNodeLinks();
}
}
bool UK2Node_SpawnActorFromClass::HasExternalBlueprintDependencies(TArray<class UStruct*>* OptionalOutput) const
{
UClass* SourceClass = GetClassToSpawn();
const UBlueprint* SourceBlueprint = GetBlueprint();
const bool bResult = (SourceClass != NULL) && (SourceClass->ClassGeneratedBy != NULL) && (SourceClass->ClassGeneratedBy != SourceBlueprint);
if (bResult && OptionalOutput)
{
OptionalOutput->Add(SourceClass);
}
return bResult || Super::HasExternalBlueprintDependencies(OptionalOutput);
}
#undef LOCTEXT_NAMESPACE