haxis/Plugins/CustomBlueprints/Source/CustomBlueprintsEditor/SpawnActorBaseNode.cpp

560 lines
21 KiB
C++

#include "CustomBlueprintsEditor.h"
#include "SpawnActorBaseNode.h"
#include "Globals.h"
#include "BlueprintEditorUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
struct FK2Node_SpawnActorFromClassHelper
{
static FString WorldContextPinName;
static FString ClassPinName;
static FString SpawnTransformPinName;
static FString TargetPinName;
};
FString FK2Node_SpawnActorFromClassHelper::WorldContextPinName(TEXT("WorldContextObject"));
FString FK2Node_SpawnActorFromClassHelper::ClassPinName(TEXT("Class"));
FString FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName(TEXT("SpawnTransform"));
FString FK2Node_SpawnActorFromClassHelper::TargetPinName(TEXT("Target"));
#define FMT_TEXT(__x) FText::FromString(FString() + __x)
UK2Node_SpawnActorBaseNode::UK2Node_SpawnActorBaseNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
NodeTooltip = FMT_TEXT("Oh Nooooos");
}
void UK2Node_SpawnActorBaseNode::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_ShowWorldContextPin))
{
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(""), GetActorClass(), false, false, FK2Node_SpawnActorFromClassHelper::ClassPinName);
K2Schema->ConstructBasicPinTooltip(*ClassPin, FMT_TEXT("The " + GetObjectName() + " you want to spawn"), ClassPin->PinToolTip);
// Transform pin
if(SpawningFunctionHasTransform())
{
UScriptStruct* TransformStruct = TBaseStructure<FTransform>::Get();
UEdGraphPin* TransformPin = CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), TransformStruct, false, false, FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
K2Schema->ConstructBasicPinTooltip(*TransformPin, FMT_TEXT("The transform to spawn the " + GetObjectName() + " with"), TransformPin->PinToolTip);
}
// Result pin
UEdGraphPin* ResultPin = CreatePin(EGPD_Output, K2Schema->PC_Object, TEXT(""), GetActorClass(), false, false, K2Schema->PN_ReturnValue);
K2Schema->ConstructBasicPinTooltip(*ResultPin, FMT_TEXT("The spawned " + GetObjectName()), ResultPin->PinToolTip);
RegisterAdditionalPins(K2Schema);
Super::AllocateDefaultPins();
}
void UK2Node_SpawnActorBaseNode::CreatePinsForClass(UClass* InClass, TArray<UEdGraphPin*>& OutClassPins)
{
check(InClass != NULL);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
const UObject* const ClassDefaultObject = InClass->GetDefaultObject(false);
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 &&
(NULL == FindPin(Property->GetName())))
{
UEdGraphPin* Pin = CreatePin(EGPD_Input, TEXT(""), TEXT(""), NULL, false, false, Property->GetName());
const bool bPinGood = (Pin != NULL) && K2Schema->ConvertPropertyToPinType(Property, Pin->PinType);
OutClassPins.Add(Pin);
if(ClassDefaultObject && Pin != NULL && K2Schema->PinDefaultValueIsEditable(*Pin))
{
FString DefaultValueAsString;
const bool bDefaultValueSet = FBlueprintEditorUtils::PropertyValueToString(Property, reinterpret_cast<const uint8*>(ClassDefaultObject), DefaultValueAsString);
check(bDefaultValueSet);
K2Schema->TrySetDefaultValue(*Pin, DefaultValueAsString);
}
// Copy tooltip from the property.
if(Pin != nullptr)
{
K2Schema->ConstructBasicPinTooltip(*Pin, Property->GetToolTipText(), Pin->PinToolTip);
}
}
}
// Change class of output pin
UEdGraphPin* ResultPin = GetResultPin();
ResultPin->PinType.PinSubCategoryObject = InClass;
}
UClass* UK2Node_SpawnActorBaseNode::GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch) const
{
UClass* UseSpawnClass = nullptr;
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);
}
else if(ClassPin && (1 == ClassPin->LinkedTo.Num()))
{
auto SourcePin = ClassPin->LinkedTo[0];
UseSpawnClass = SourcePin ? Cast<UClass>(SourcePin->PinType.PinSubCategoryObject.Get()) : nullptr;
}
return UseSpawnClass;
}
void UK2Node_SpawnActorBaseNode::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
AllocateDefaultPins();
UClass* UseSpawnClass = GetClassToSpawn(&OldPins);
if(UseSpawnClass != NULL)
{
// Reassign class pin
UEdGraphPin* newClassPin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::ClassPinName);
newClassPin->DefaultObject = UseSpawnClass;
TArray<UEdGraphPin*> ClassPins;
CreatePinsForClass(UseSpawnClass, ClassPins);
}
}
void UK2Node_SpawnActorBaseNode::PostPlacedNewNode()
{
Super::PostPlacedNewNode();
UClass* UseSpawnClass = GetClassToSpawn();
if(UseSpawnClass != NULL)
{
TArray<UEdGraphPin*> ClassPins;
CreatePinsForClass(UseSpawnClass, ClassPins);
}
}
bool UK2Node_SpawnActorBaseNode::IsSpawnVarPin(UEdGraphPin* Pin)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* ParentPin = Pin->ParentPin;
while(ParentPin)
{
if(ParentPin->PinName == FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName)
{
return false;
}
ParentPin = ParentPin->ParentPin;
}
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::SpawnTransformPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::TargetPinName &&
!IsAdditionalPin(Pin));
}
void UK2Node_SpawnActorBaseNode::OnClassPinChanged()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Remove all pins related to archetype variables
TArray<UEdGraphPin*> OldPins = Pins;
TArray<UEdGraphPin*> OldClassPins;
for(int32 i = 0; i < OldPins.Num(); i++)
{
UEdGraphPin* OldPin = OldPins[i];
if(IsSpawnVarPin(OldPin))
{
Pins.Remove(OldPin);
OldClassPins.Add(OldPin);
}
}
m_cachedNodeTitle.MarkDirty();
UClass* UseSpawnClass = GetClassToSpawn();
TArray<UEdGraphPin*> NewClassPins;
if(UseSpawnClass != NULL)
{
CreatePinsForClass(UseSpawnClass, NewClassPins);
}
UEdGraphPin* ResultPin = GetResultPin();
// Cache all the pin connections to the ResultPin, we will attempt to recreate them
TArray<UEdGraphPin*> ResultPinConnectionList = ResultPin->LinkedTo;
// Because the archetype has changed, we break the output link as the output pin type will change
ResultPin->BreakAllPinLinks();
// Recreate any pin links to the Result pin that are still valid
for(UEdGraphPin* Connections : ResultPinConnectionList)
{
K2Schema->TryCreateConnection(ResultPin, Connections);
}
K2Schema->ConstructBasicPinTooltip(*ResultPin, FMT_TEXT("The spawned " + GetObjectName()), ResultPin->PinToolTip);
// Rewire the old pins to the new pins so connections are maintained if possible
RewireOldPinsToNewPins(OldClassPins, NewClassPins);
// Destroy the old pins
DestroyPinList(OldClassPins);
// Refresh the UI for the graph so the pin changes show up
UEdGraph* Graph = GetGraph();
Graph->NotifyGraphChanged();
// Mark dirty
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
void UK2Node_SpawnActorBaseNode::PinConnectionListChanged(UEdGraphPin* ChangedPin)
{
if(ChangedPin && (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName))
{
OnClassPinChanged();
}
}
void UK2Node_SpawnActorBaseNode::PinDefaultValueChanged(UEdGraphPin* ChangedPin)
{
if(ChangedPin && (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName))
{
OnClassPinChanged();
}
}
FText UK2Node_SpawnActorBaseNode::GetTooltipText() const
{
return NodeTooltip;
}
UEdGraphPin* UK2Node_SpawnActorBaseNode::GetThenPin()const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_Then);
check(Pin->Direction == EGPD_Output);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorBaseNode::GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch) 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_SpawnActorBaseNode::GetSpawnTransformPin() const
{
UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorBaseNode::GetWorldContextPin() const
{
UEdGraphPin* Pin = FindPin(FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
check(Pin == NULL || Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorBaseNode::GetResultPin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_ReturnValue);
check(Pin->Direction == EGPD_Output);
return Pin;
}
FLinearColor UK2Node_SpawnActorBaseNode::GetNodeTitleColor() const
{
return Super::GetNodeTitleColor();
}
FText UK2Node_SpawnActorBaseNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText NodeTitle = FMT_TEXT("Spawn " + GetObjectName() + " from Class");
if(TitleType != ENodeTitleType::MenuTitle)
{
if(UEdGraphPin* ClassPin = FindPin(FK2Node_SpawnActorFromClassHelper::ClassPinName))
{
if(ClassPin->LinkedTo.Num() > 0)
{
// Blueprint will be determined dynamically, so we don't have the name in this case
NodeTitle = FMT_TEXT("Spawn " + GetObjectName());
}
else if(ClassPin->DefaultObject == nullptr)
{
NodeTitle = FMT_TEXT("Spawn " + GetObjectName() + " NONE");
}
else
{
if(m_cachedNodeTitle.IsOutOfDate(this))
{
FText ClassName;
if(UClass* PickedClass = Cast<UClass>(ClassPin->DefaultObject))
{
ClassName = PickedClass->GetDisplayNameText();
}
FFormatNamedArguments Args;
Args.Add(TEXT("ClassName"), ClassName);
// FText::Format() is slow, so we cache this to save on performance
m_cachedNodeTitle.SetCachedText(FText::Format(FMT_TEXT("Spawn {ClassName}"), Args), this);
}
NodeTitle = m_cachedNodeTitle;
}
}
else
{
NodeTitle = FMT_TEXT(GetObjectName() + " NONE");
}
}
return NodeTitle;
}
bool UK2Node_SpawnActorBaseNode::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
return Super::IsCompatibleWithGraph(TargetGraph) && (!Blueprint || FBlueprintEditorUtils::FindUserConstructionScript(Blueprint) != TargetGraph);
}
void UK2Node_SpawnActorBaseNode::GetNodeAttributes(TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes) const
{
UClass* ClassToSpawn = GetClassToSpawn();
const FString ClassToSpawnStr = ClassToSpawn ? ClassToSpawn->GetName() : TEXT("InvalidClass");
OutNodeAttributes.Add(TKeyValuePair<FString, FString>(TEXT("Type"), FString() + "Spawn" + GetObjectName() + "FromClass"));
OutNodeAttributes.Add(TKeyValuePair<FString, FString>(TEXT("Class"), GetClass()->GetName()));
OutNodeAttributes.Add(TKeyValuePair<FString, FString>(TEXT("Name"), GetName()));
OutNodeAttributes.Add(TKeyValuePair<FString, FString>(TEXT("ActorClass"), ClassToSpawnStr));
}
void UK2Node_SpawnActorBaseNode::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
//// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
//// check to make sure that the registrar is looking for actions of this type
//// (could be regenerating actions for a specific asset, and therefore the
//// registrar would only accept actions corresponding to that asset)
if(ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_SpawnActorBaseNode::GetMenuCategory() const
{
return FMT_TEXT("Ability");
}
FNodeHandlingFunctor* UK2Node_SpawnActorBaseNode::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FNodeHandlingFunctor(CompilerContext);
}
void UK2Node_SpawnActorBaseNode::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if(!libClass)
{
LoadDependencies();
if(!libClass)
{
CompilerContext.MessageLog.Error(L"Dependencies not initialized yet");
return;
}
}
FName BeginSpawningBlueprintFuncName = GetBeginSpawningFunction();
static FString ActorClassParamName = FString(TEXT("ActorClass"));
static FString WorldContextParamName = FString(TEXT("WorldContextObject"));
FName FinishSpawningFuncName = GetFinishSpawningFunction();
static FString ActorParamName = FString(TEXT("Actor"));
static FString TransformParamName = FString(TEXT("SpawnTransform"));
static FString CollisionHandlingOverrideParamName = FString(TEXT("CollisionHandlingOverride"));
static FString OwnerParamName = FString(TEXT("Owner"));
static FString ObjectParamName = FString(TEXT("Object"));
static FString ValueParamName = FString(TEXT("Value"));
static FString PropertyNameParamName = FString(TEXT("PropertyName"));
UK2Node_SpawnActorBaseNode* SpawnNode = this;
UEdGraphPin* SpawnNodeExec = SpawnNode->GetExecPin();
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(L"Spawn node @@ must have a class specified.", 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, libClass);
CallBeginSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPin(WorldContextParamName);
if(!CallBeginWorldContextPin)
{
CompilerContext.MessageLog.Error(L"World Context Pin not found");
return;
}
UEdGraphPin* CallBeginActorClassPin = CallBeginSpawnNode->FindPinChecked(ActorClassParamName);
UEdGraphPin* CallBeginTransform = nullptr;
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'
if(SpawningFunctionHasTransform())
{
UEdGraphPin* SpawnNodeTransform = SpawnNode->GetSpawnTransformPin();
CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform);
}
ConnectAdditionalPins(CompilerContext, nullptr, CallBeginSpawnNode);
//////////////////////////////////////////////////////////////////////////
// create 'finish spawn' call node
UK2Node_CallFunction* CallFinishSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
CallFinishSpawnNode->FunctionReference.SetExternalMember(FinishSpawningFuncName, libClass);
CallFinishSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallFinishExec = CallFinishSpawnNode->GetExecPin();
UEdGraphPin* CallFinishThen = CallFinishSpawnNode->GetThenPin();
UEdGraphPin* CallFinishActor = CallFinishSpawnNode->FindPinChecked(ActorParamName);
UEdGraphPin* CallFinishResult = CallFinishSpawnNode->GetReturnValuePin();
// Move 'then' connection from spawn node to 'finish spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *CallFinishThen);
if(SpawningFunctionHasTransform())
{
// Copy transform connection
UEdGraphPin* CallFinishTransform = CallFinishSpawnNode->FindPinChecked(TransformParamName);
CompilerContext.CopyPinLinksToIntermediate(*CallBeginTransform, *CallFinishTransform);
}
ConnectAdditionalPins(CompilerContext, nullptr, CallFinishSpawnNode);
// 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_SpawnActorBaseNode::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;
}
UClass* USpawnGroupNode::GetActorClass() const
{
return abilityGroupClass;
}
UClass* USpawnTriggerNode::GetActorClass() const
{
return abilityTriggerClass;
}
UClass* USpawnModifierNode::GetActorClass() const
{
return modifierClass;
}
void USpawnModifierNode::RegisterAdditionalPins(const class UEdGraphSchema_K2* K2Schema)
{
UEdGraphPin* TargetPin = CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), characterClass, false, false, "Target");
}
bool USpawnModifierNode::IsAdditionalPin(class UEdGraphPin* pin)
{
return pin->PinName == "Target";
}
void USpawnModifierNode::ConnectAdditionalPins(class FKismetCompilerContext& CompilerContext, UK2Node* last, UK2Node* dst)
{
UEdGraphPin* dstPin = dst->FindPin("Target");
UEdGraphPin* srcPin = FindPin("Target");
if(dstPin && srcPin)
CompilerContext.CopyPinLinksToIntermediate(*srcPin, *dstPin);
}
UClass* USpawnProjectileNode::GetActorClass() const
{
return projectileClass;
}