Files
UnrealEngine/Engine/Plugins/Experimental/DataLink/Source/DataLinkDataTable/Private/DataLinkDataTableSource.cpp
2025-05-18 13:04:45 +08:00

44 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLinkDataTableSource.h"
#include "DataLinkExecutor.h"
#include "DataLinkNames.h"
#include "DataLinkNodeInstance.h"
#include "DataLinkPinBuilder.h"
#include "StructUtils/StructView.h"
void UDataLinkDataTableSource::OnBuildPins(FDataLinkPinBuilder& Inputs, FDataLinkPinBuilder& Outputs) const
{
Super::OnBuildPins(Inputs, Outputs);
Inputs.Add(UE::DataLinkDataTable::InputRow)
.SetStruct<FDataTableRowHandle>();
// Output pin does not have a known struct without knowing what the data table to use is
Outputs.Add(UE::DataLink::OutputDefault);
}
EDataLinkExecutionReply UDataLinkDataTableSource::OnExecute(FDataLinkExecutor& InExecutor) const
{
const FDataLinkNodeInstance& NodeInstance = InExecutor.GetNodeInstance(this);
const FDataLinkInputDataViewer& InputDataViewer = NodeInstance.GetInputDataViewer();
const FDataTableRowHandle& RowHandle = InputDataViewer.Get<FDataTableRowHandle>(UE::DataLinkDataTable::InputRow);
if (!RowHandle.DataTable)
{
return EDataLinkExecutionReply::Unhandled;
}
const uint8* RowMemory = RowHandle.DataTable->FindRowUnchecked(RowHandle.RowName);
if (!RowMemory)
{
return EDataLinkExecutionReply::Unhandled;
}
// Row memory will return null if the Row struct is null.
check(RowHandle.DataTable->RowStruct != nullptr);
InExecutor.SucceedNode(this, FConstStructView(RowHandle.DataTable->RowStruct, RowMemory));
return EDataLinkExecutionReply::Handled;
}