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Previously there was no checking to see whether a variable that was created actually exists already, which could cause collisions. Also fixed issue where connecting to a wildcard pin would mean that the output pin always stayed a wildcard. #jira UE-103473 - Assert using Property Access pitch and yaw AimRotationDelta float variables for AimOffset #jira UE-103470 - AnimBP Property Access node compile error accessing different variable types #rb Jurre.deBaare #ROBOMERGE-SOURCE: CL 15406686 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668) [CL 15406701 by thomas sarkanen in ue5-main branch]
23 lines
720 B
C++
23 lines
720 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IClassVariableCreator.h"
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class FAnimBlueprintCompilerContext;
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class FAnimBlueprintVariableCreationContext : public IAnimBlueprintVariableCreationContext
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{
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private:
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friend class FAnimBlueprintCompilerContext;
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FAnimBlueprintVariableCreationContext(FAnimBlueprintCompilerContext* InCompilerContext)
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: CompilerContext(InCompilerContext)
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{}
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// IAnimBlueprintVariableCreationContext interface
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virtual FProperty* CreateVariable(const FName Name, const FEdGraphPinType& Type) override;
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virtual FProperty* CreateUniqueVariable(UObject* InForObject, const FEdGraphPinType& Type) override;
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FAnimBlueprintCompilerContext* CompilerContext;
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}; |