// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_EditorPropertyAccess.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphPin.h" #include "EdGraphSchema_K2.h" #include "Engine/MemberReference.h" #include "Internationalization/Internationalization.h" #include "Internationalization/Text.h" #include "Kismet/KismetSystemLibrary.h" #include "Kismet2/BlueprintEditorUtils.h" #include "Kismet2/CompilerResultsLog.h" #include "Misc/AssertionMacros.h" #include "UObject/Class.h" #include "UObject/NameTypes.h" #include "UObject/ObjectPtr.h" #define LOCTEXT_NAMESPACE "K2Node_EditorPropertyAccess" void UK2Node_EditorPropertyAccessBase::AllocateDefaultPins() { Super::AllocateDefaultPins(); UEdGraphPin* ResultPin = FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue, EGPD_Output); ResultPin->PinFriendlyName = LOCTEXT("ResultPinFriendlyName", "Success?"); } void UK2Node_EditorPropertyAccessBase::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); } } bool UK2Node_EditorPropertyAccessBase::CanPasteHere(const UEdGraph* TargetGraph) const { bool bCanPaste = Super::CanPasteHere(TargetGraph); if (bCanPaste) { bCanPaste &= FBlueprintEditorUtils::IsEditorUtilityBlueprint(FBlueprintEditorUtils::FindBlueprintForGraphChecked(TargetGraph)); } return bCanPaste; } bool UK2Node_EditorPropertyAccessBase::IsActionFilteredOut(const FBlueprintActionFilter& Filter) { bool bIsFilteredOut = Super::IsActionFilteredOut(Filter); if (!bIsFilteredOut) { for (UEdGraph* TargetGraph : Filter.Context.Graphs) { bIsFilteredOut |= !CanPasteHere(TargetGraph); } } return bIsFilteredOut; } void UK2Node_EditorPropertyAccessBase::EarlyValidation(class FCompilerResultsLog& MessageLog) const { Super::EarlyValidation(MessageLog); static const FName PN_Object = "Object"; static const FName PN_PropertyName = "PropertyName"; UEdGraphPin* ObjectPin = FindPinChecked(PN_Object, EGPD_Input); if (ObjectPin->LinkedTo.Num() == 0 && !ObjectPin->DefaultObject) { MessageLog.Error(*LOCTEXT("UnsetObject", "No object set on @@").ToString(), this); } UEdGraphPin* PropertyNamePin = FindPinChecked(PN_PropertyName, EGPD_Input); if (PropertyNamePin->LinkedTo.Num() == 0 && FName(*PropertyNamePin->DefaultValue).IsNone()) { MessageLog.Error(*LOCTEXT("UnsetPropertyName", "No property name set on @@").ToString(), this); } } UK2Node_GetEditorProperty::UK2Node_GetEditorProperty() { FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, GetEditorProperty), UKismetSystemLibrary::StaticClass()); } UK2Node_SetEditorProperty::UK2Node_SetEditorProperty() { FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, SetEditorProperty), UKismetSystemLibrary::StaticClass()); } #undef LOCTEXT_NAMESPACE