467 lines
17 KiB
C++
467 lines
17 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputKey.h"
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#include "GraphEditorSettings.h"
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#include "EdGraphSchema_K2.h"
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#include "EdGraphSchema_K2_Actions.h"
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#include "K2Node_AssignmentStatement.h"
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#include "K2Node_TemporaryVariable.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "K2Node_InputKeyEvent.h"
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#include "KismetCompiler.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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#include "Styling/AppStyle.h"
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#include "GameFramework/InputSettings.h"
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#include "Editor.h" // for FEditorDelegates::OnEnableGestureRecognizerChanged
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#include "Blueprint/UserWidget.h"
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#define LOCTEXT_NAMESPACE "UK2Node_InputKey"
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UK2Node_InputKey::UK2Node_InputKey(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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#if PLATFORM_MAC && WITH_EDITOR
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if (IsTemplate())
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{
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FProperty* ControlProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bControl));
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FProperty* CommandProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bCommand));
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ControlProp->SetMetaData(TEXT("DisplayName"), TEXT("Command"));
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CommandProp->SetMetaData(TEXT("DisplayName"), TEXT("Control"));
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}
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#endif
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}
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void UK2Node_InputKey::PostLoad()
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{
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Super::PostLoad();
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if (GetLinkerUEVersion() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
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{
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// Don't change existing behaviors
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bOverrideParentBinding = false;
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}
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}
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void UK2Node_InputKey::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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CachedNodeTitle.Clear();
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CachedTooltip.Clear();
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}
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void UK2Node_InputKey::AllocateDefaultPins()
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{
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Pressed"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Released"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Struct, FKey::StaticStruct(), TEXT("Key"));
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Super::AllocateDefaultPins();
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}
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FLinearColor UK2Node_InputKey::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
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}
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FName UK2Node_InputKey::GetModifierName() const
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{
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FString ModName;
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bool bPlus = false;
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if (bControl)
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{
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ModName += TEXT("Ctrl");
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bPlus = true;
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}
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if (bCommand)
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{
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if (bPlus) ModName += TEXT("+");
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ModName += TEXT("Cmd");
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bPlus = true;
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}
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if (bAlt)
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{
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if (bPlus) ModName += TEXT("+");
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ModName += TEXT("Alt");
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bPlus = true;
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}
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if (bShift)
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{
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if (bPlus) ModName += TEXT("+");
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ModName += TEXT("Shift");
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bPlus = true;
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}
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return FName(*ModName);
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}
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FText UK2Node_InputKey::GetModifierText() const
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{
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#if PLATFORM_MAC
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const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
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const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
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#else
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const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
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const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
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#endif
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const FText AltText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt", "Alt");
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const FText ShiftText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Shift", "Shift");
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const FText AppenderText = NSLOCTEXT("UK2Node_InputKey", "ModAppender", "+");
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FFormatNamedArguments Args;
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int32 ModCount = 0;
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if (bControl)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ControlText);
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}
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if (bCommand)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), CommandText);
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}
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if (bAlt)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), AltText);
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}
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if (bShift)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ShiftText);
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}
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for (int32 i = 1; i <= 4; ++i)
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{
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if (i > ModCount)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"), i), FText::GetEmpty());
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}
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Args.Add(FString::Printf(TEXT("Appender%d"), i), (i < ModCount ? AppenderText : FText::GetEmpty()));
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}
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Args.Add(TEXT("Key"), GetKeyText());
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return FText::Format(NSLOCTEXT("UK2Node_InputKey", "NodeTitle", "{Mod1}{Appender1}{Mod2}{Appender2}{Mod3}{Appender3}{Mod4}"), Args);
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}
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FText UK2Node_InputKey::GetKeyText() const
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{
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return InputKey.GetDisplayName();
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}
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FText UK2Node_InputKey::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (bControl || bAlt || bShift || bCommand)
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{
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if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ModifierKey"), GetModifierText());
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Args.Add(TEXT("Key"), GetKeyText());
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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", "InputKey_Name_WithModifiers", "{ModifierKey} {Key}"), Args), this);
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}
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return CachedNodeTitle;
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}
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else
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{
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return GetKeyText();
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}
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}
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FText UK2Node_InputKey::GetTooltipText() const
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{
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if (CachedTooltip.IsOutOfDate(this))
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{
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FText ModifierText = GetModifierText();
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FText KeyText = GetKeyText();
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// FText::Format() is slow, so we cache this to save on performance
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if (!ModifierText.IsEmpty())
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{
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText), this);
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}
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else
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{
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText), this);
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}
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}
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return CachedTooltip;
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}
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FSlateIcon UK2Node_InputKey::GetIconAndTint(FLinearColor& OutColor) const
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{
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return FSlateIcon(FAppStyle::GetAppStyleSetName(), EKeys::GetMenuCategoryPaletteIcon(InputKey.GetMenuCategory()));
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}
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bool UK2Node_InputKey::IsCompatibleWithGraph(UEdGraph const* Graph) const
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{
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// This node expands into event nodes and must be placed in a Ubergraph
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EGraphType const GraphType = Graph->GetSchema()->GetGraphType(Graph);
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bool bIsCompatible = (GraphType == EGraphType::GT_Ubergraph);
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if (bIsCompatible)
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
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UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
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bool const bIsConstructionScript = (K2Schema != nullptr) ? UEdGraphSchema_K2::IsConstructionScript(Graph) : false;
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bIsCompatible = (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
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}
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return bIsCompatible;
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}
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UEdGraphPin* UK2Node_InputKey::GetPressedPin() const
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{
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return FindPin(TEXT("Pressed"));
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}
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UEdGraphPin* UK2Node_InputKey::GetReleasedPin() const
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{
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return FindPin(TEXT("Released"));
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}
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void UK2Node_InputKey::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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if (!InputKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputKey_Warning", "InputKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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else if (InputKey.IsAnalog())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Axis_InputKey_Warning", "InputKey Event specifies axis FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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else if (InputKey.IsDeprecated())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Deprecated_InputKey_Warning", "InputKey Event specifies FKey'{0}' which has been deprecated for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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else if (!InputKey.IsBindableInBlueprints())
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{
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MessageLog.Warning( *FText::Format( NSLOCTEXT("KismetCompiler", "NotBindanble_InputKey_Warning", "InputKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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}
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void UK2Node_InputKey::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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UEdGraphPin* InputKeyPressedPin = GetPressedPin();
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UEdGraphPin* InputKeyReleasedPin = GetReleasedPin();
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struct EventPinData
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{
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EventPinData(UEdGraphPin* InPin,TEnumAsByte<EInputEvent> InEvent ){ Pin=InPin;EventType=InEvent;};
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UEdGraphPin* Pin;
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TEnumAsByte<EInputEvent> EventType;
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};
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TArray<EventPinData> ActivePins;
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if(( InputKeyPressedPin != nullptr ) && (InputKeyPressedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputKeyPressedPin,IE_Pressed));
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}
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if((InputKeyReleasedPin != nullptr) && (InputKeyReleasedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputKeyReleasedPin,IE_Released));
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}
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const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
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// If more than one is linked we have to do more complicated behaviors
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if( ActivePins.Num() > 1 )
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{
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// Create a temporary variable to copy Key in to
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static UScriptStruct* KeyStruct = FKey::StaticStruct();
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UK2Node_TemporaryVariable* KeyVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
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KeyVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Struct;
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KeyVar->VariableType.PinSubCategoryObject = KeyStruct;
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KeyVar->AllocateDefaultPins();
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for (auto PinIt = ActivePins.CreateIterator(); PinIt; ++PinIt)
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{
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UEdGraphPin *EachPin = (*PinIt).Pin;
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// Create the input touch event
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UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
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const FName ModifierName = GetModifierName();
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if ( ModifierName != NAME_None )
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{
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InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
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}
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else
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{
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InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
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}
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InputKeyEvent->InputChord.Key = InputKey;
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InputKeyEvent->InputChord.bCtrl = bControl;
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InputKeyEvent->InputChord.bAlt = bAlt;
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InputKeyEvent->InputChord.bShift = bShift;
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InputKeyEvent->InputChord.bCmd = bCommand;
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InputKeyEvent->bConsumeInput = bConsumeInput;
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InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputKeyEvent->InputKeyEvent = (*PinIt).EventType;
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InputKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
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InputKeyEvent->bInternalEvent = true;
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InputKeyEvent->AllocateDefaultPins();
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// Create assignment nodes to assign the key
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UK2Node_AssignmentStatement* KeyInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
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KeyInitialize->AllocateDefaultPins();
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Schema->TryCreateConnection(KeyVar->GetVariablePin(), KeyInitialize->GetVariablePin());
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Schema->TryCreateConnection(KeyInitialize->GetValuePin(), InputKeyEvent->FindPinChecked(TEXT("Key")));
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// Connect the events to the assign key nodes
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Schema->TryCreateConnection(Schema->FindExecutionPin(*InputKeyEvent, EGPD_Output), KeyInitialize->GetExecPin());
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// Move the original event connections to the then pin of the key assign
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CompilerContext.MovePinLinksToIntermediate(*EachPin, *KeyInitialize->GetThenPin());
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// Move the original event variable connections to the intermediate nodes
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CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *KeyVar->GetVariablePin());
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}
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}
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else if( ActivePins.Num() == 1 )
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{
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UEdGraphPin* InputKeyPin = ActivePins[0].Pin;
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EInputEvent InputEvent = ActivePins[0].EventType;
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if (InputKeyPin->LinkedTo.Num() > 0)
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{
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UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
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const FName ModifierName = GetModifierName();
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if ( ModifierName != NAME_None )
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{
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InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
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}
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else
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{
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InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
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}
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InputKeyEvent->InputChord.Key = InputKey;
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InputKeyEvent->InputChord.bCtrl = bControl;
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InputKeyEvent->InputChord.bAlt = bAlt;
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InputKeyEvent->InputChord.bShift = bShift;
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InputKeyEvent->InputChord.bCmd = bCommand;
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InputKeyEvent->bConsumeInput = bConsumeInput;
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InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputKeyEvent->InputKeyEvent = InputEvent;
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InputKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
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InputKeyEvent->bInternalEvent = true;
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InputKeyEvent->AllocateDefaultPins();
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CompilerContext.MovePinLinksToIntermediate(*InputKeyPin, *Schema->FindExecutionPin(*InputKeyEvent, EGPD_Output));
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CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *InputKeyEvent->FindPin(TEXT("Key")));
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}
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}
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// Widget blueprints require the bAutomaticallyRegisterInputOnConstruction to be set to true in order to receive callbacks
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CompilerContext.AddPostCDOCompiledStep([](const UObject::FPostCDOCompiledContext& Context, UObject* NewCDO)
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{
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if (UUserWidget* Widget = Cast<UUserWidget>(NewCDO))
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{
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Widget->bAutomaticallyRegisterInputOnConstruction = true;
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}
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});
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}
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void UK2Node_InputKey::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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TArray<FKey> AllKeys;
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EKeys::GetAllKeys(AllKeys);
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auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
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{
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UK2Node_InputKey* InputNode = CastChecked<UK2Node_InputKey>(NewNode);
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InputNode->InputKey = Key;
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};
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auto RefreshClassActions = []()
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{
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FBlueprintActionDatabase::Get().RefreshClassActions(StaticClass());
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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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const bool bAllowGestures = GetDefault<UInputSettings>()->bEnableGestureRecognizer;
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// to keep from needlessly instantiating a UBlueprintNodeSpawner (and
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// iterating over keys), first check to make sure that the registrar is
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// looking for actions of this type (could be regenerating actions for a
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// specific asset, and therefore the registrar would only accept actions
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// corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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// Refresh the action database of this node when the input settings are changed
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static bool bRegisterOnce = true;
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if (bRegisterOnce)
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{
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bRegisterOnce = false;
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FEditorDelegates::OnEnableGestureRecognizerChanged.AddStatic(RefreshClassActions);
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}
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for (const FKey& Key : AllKeys)
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{
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// Do not show gesture keys if they are not enabled in the settings
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const bool bInvalidGestureKey = !bAllowGestures && Key.IsGesture();
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// these will be handled by UK2Node_GetInputAxisKeyValue and UK2Node_GetInputVectorAxisValue respectively
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if (!Key.IsBindableInBlueprints() || Key.IsAnalog() || bInvalidGestureKey)
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{
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continue;
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}
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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}
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FText UK2Node_InputKey::GetMenuCategory() const
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{
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static TMap<FName, FNodeTextCache> CachedCategories;
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const FName KeyCategory = InputKey.GetMenuCategory();
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const FText SubCategoryDisplayName = FText::Format(LOCTEXT("EventsCategory", "{0} Events"), EKeys::GetMenuCategoryDisplayName(KeyCategory));
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FNodeTextCache& NodeTextCache = CachedCategories.FindOrAdd(KeyCategory);
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if (NodeTextCache.IsOutOfDate(this))
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{
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// FText::Format() is slow, so we cache this to save on performance
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NodeTextCache.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategoryDisplayName), this);
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}
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return NodeTextCache;
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}
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FBlueprintNodeSignature UK2Node_InputKey::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddKeyValue(InputKey.ToString());
|
|
|
|
return NodeSignature;
|
|
}
|
|
|
|
TSharedPtr<FEdGraphSchemaAction> UK2Node_InputKey::GetEventNodeAction(const FText& ActionCategory)
|
|
{
|
|
TSharedPtr<FEdGraphSchemaAction_K2InputAction> EventNodeAction = MakeShareable(new FEdGraphSchemaAction_K2InputAction(ActionCategory, GetNodeTitle(ENodeTitleType::EditableTitle), GetTooltipText(), 0));
|
|
EventNodeAction->NodeTemplate = this;
|
|
return EventNodeAction;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|