Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_LinkedAnimGraphBase.cpp
2025-05-18 13:04:45 +08:00

617 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_LinkedAnimGraphBase.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SCheckBox.h"
#include "EdGraphSchema_K2.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "PropertyHandle.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "Animation/AnimNode_LinkedInputPose.h"
#include "PropertyCustomizationHelpers.h"
#include "ScopedTransaction.h"
#include "AnimationGraphSchema.h"
#include "Widgets/Layout/SBox.h"
#include "UObject/CoreRedirects.h"
#include "Animation/AnimNode_LinkedAnimGraph.h"
#include "AnimGraphAttributes.h"
#include "IAnimBlueprintCopyTermDefaultsContext.h"
#include "AnimBlueprintExtension_LinkedAnimGraph.h"
#include "AnimGraphNodeCustomizationInterface.h"
#include "BlueprintNodeTemplateCache.h"
#include "EdGraphSchema_K2_Actions.h"
#define LOCTEXT_NAMESPACE "LinkedAnimGraph"
namespace LinkedAnimGraphGraphNodeConstants
{
FLinearColor TitleColor(0.2f, 0.2f, 0.8f);
}
void UAnimGraphNode_LinkedAnimGraphBase::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FUE5ReleaseStreamObjectVersion::GUID);
if(Ar.CustomVer(FUE5ReleaseStreamObjectVersion::GUID) < FUE5ReleaseStreamObjectVersion::LinkedAnimGraphMemberReference)
{
// Upgrade name to member reference.
// Note that if the name has changed underneath us, we still cant recover the GUID
// until this asset has its node refreshed & the node is resaved
const FAnimNode_LinkedAnimGraph& RuntimeNode = *GetLinkedAnimGraphNode();
const FName FunctionName = RuntimeNode.GetDynamicLinkFunctionName();
UClass* TargetClass = GetTargetSkeletonClass();
if(FunctionName != NAME_None)
{
if(TargetClass != nullptr)
{
FunctionReference.SetExternalMember(FunctionName, TargetClass);
}
else
{
FunctionReference.SetSelfMember(FunctionName);
}
}
}
}
void UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks()
{
FAnimNode_LinkedAnimGraph& RuntimeNode = *GetLinkedAnimGraphNode();
RuntimeNode.InputPoses.Empty();
RuntimeNode.InputPoseNames.Empty();
for(UEdGraphPin* Pin : Pins)
{
if(!Pin->bOrphanedPin)
{
if (UAnimationGraphSchema::IsPosePin(Pin->PinType))
{
if(Pin->Direction == EGPD_Input)
{
RuntimeNode.InputPoses.AddDefaulted();
RuntimeNode.InputPoseNames.Add(Pin->GetFName());
}
}
}
}
}
FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor() const
{
TOptional<FLinearColor> Color;
UClass* TargetClass = GetTargetClass();
if(TargetClass && TargetClass->ImplementsInterface(UAnimGraphNodeCustomizationInterface::StaticClass()))
{
FEditorScriptExecutionGuard AllowScripts;
Color = IAnimGraphNodeCustomizationInterface::Execute_GetTitleColor(TargetClass->GetDefaultObject());
}
if(!Color.IsSet())
{
return GetDefaultNodeTitleColor();
}
return Color.GetValue();
}
FSlateIcon UAnimGraphNode_LinkedAnimGraphBase::GetIconAndTint(FLinearColor& OutColor) const
{
return FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.AnimBlueprint");
}
FText UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText() const
{
TOptional<FText> TooltipText;
UClass* TargetClass = GetTargetClass();
// With a null class, template nodes return an empty string to let the metadata take priority
if(TargetClass == nullptr && FBlueprintNodeTemplateCache::IsTemplateOuter(GetGraph()))
{
return FText::GetEmpty();
}
static const FName NAME_Tooltip(TEXT("Tooltip"));
if(TargetClass && TargetClass->HasMetaData(NAME_Tooltip))
{
TooltipText = TargetClass->GetMetaDataText(NAME_Tooltip);
}
if(!TooltipText.IsSet() || TooltipText.GetValue().IsEmpty())
{
return LOCTEXT("ToolTip", "Runs a linked anim graph in another instance to process animation");
}
return TooltipText.GetValue();
}
FText UAnimGraphNode_LinkedAnimGraphBase::GetMenuCategory() const
{
TOptional<FText> Category;
UClass* TargetClass = GetTargetClass();
static const FName NAME_Category(TEXT("Category"));
if(TargetClass && TargetClass->HasMetaData(NAME_Category))
{
Category = TargetClass->GetMetaDataText(NAME_Category);
}
if(!Category.IsSet() || Category.GetValue().IsEmpty())
{
return LOCTEXT("LinkedAnimGraphCategory", "Animation|Linked Anim Graphs");
}
return Category.GetValue();
}
FText UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
TOptional<FText> Title;
UClass* TargetClass = GetTargetClass();
static const FName NAME_DisplayName(TEXT("DisplayName"));
if(TargetClass && TargetClass->HasMetaData(NAME_DisplayName))
{
Title = TargetClass->GetMetaDataText(NAME_DisplayName);
}
if(!Title.IsSet() || Title.GetValue().IsEmpty())
{
UAnimBlueprint* TargetAnimBlueprint = TargetClass ? CastChecked<UAnimBlueprint>(TargetClass->ClassGeneratedBy) : nullptr;
const FName TargetAnimBlueprintName = TargetAnimBlueprint ? TargetAnimBlueprint->GetFName() : NAME_None;
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
FFormatNamedArguments Args;
Args.Add(TEXT("NodeType"), LOCTEXT("Title", "Linked Anim Graph"));
Args.Add(TEXT("TargetClass"), FText::FromName(TargetAnimBlueprintName));
if(TitleType == ENodeTitleType::MenuTitle)
{
Title = LOCTEXT("Title", "Linked Anim Graph");
}
else if(TitleType == ENodeTitleType::ListView)
{
if(TargetClass)
{
Title = FText::Format(LOCTEXT("TitleListFormat", "{TargetClass}"), Args);
}
else
{
Title = LOCTEXT("Title", "Linked Anim Graph");
}
}
else
{
if(TargetClass)
{
Title = FText::Format(LOCTEXT("TitleFormat", "{TargetClass}\n{NodeType}"), Args);
}
else
{
Title = LOCTEXT("Title", "Linked Anim Graph");
}
}
}
return Title.GetValue();
}
void UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
UObject* OriginalNode = MessageLog.FindSourceObject(this);
if(HasInstanceLoop())
{
MessageLog.Error(TEXT("Detected loop in linked instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass());
}
// Check for cycles from other linked instance nodes
TArray<UEdGraph*> Graphs;
AnimBP->GetAllGraphs(Graphs);
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
// Check we don't try to spawn our own blueprint
if(GetTargetClass() == AnimBP->GetAnimBlueprintGeneratedClass())
{
MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass());
}
// Check for compatibility
if(UAnimBlueprint* TargetAnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(GetTargetClass())))
{
if(!AnimBP->IsCompatible(TargetAnimBP))
{
MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which is incompatible."), this, GetTargetClass());
}
}
}
void UAnimGraphNode_LinkedAnimGraphBase::CreateOutputPins()
{
Super::CreateOutputPins();
// Grab the SKELETON class here as when we are reconstructed during during BP compilation
// the full generated class is not yet present built.
if(UClass* TargetClass = GetTargetSkeletonClass())
{
if(UFunction* Function = FunctionReference.ResolveMember<UFunction>(TargetClass))
{
// Could have re-resolved to a new member name via GUID
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
if(Node.GetDynamicLinkFunctionName() != FunctionReference.GetMemberName())
{
HandleFunctionReferenceChanged(FunctionReference.GetMemberName());
}
Function = FBlueprintEditorUtils::GetMostUpToDateFunction(Function);
IterateFunctionParameters(Function, [this](FName InName, FEdGraphPinType InPinType)
{
if(UAnimationGraphSchema::IsPosePin(InPinType))
{
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, UAnimationGraphSchema::MakeLocalSpacePosePin(), InName);
NewPin->PinFriendlyName = FText::FromName(InName);
CustomizePinData(NewPin, InName, INDEX_NONE);
}
});
}
}
}
void UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
bool bRequiresNodeReconstruct = false;
FProperty* ChangedProperty = PropertyChangedEvent.Property;
if(ChangedProperty)
{
if (IsStructuralProperty(ChangedProperty))
{
// Set function reference if node structure changes
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
UClass* TargetClass = GetTargetSkeletonClass();
FName FunctionName = Node.GetDynamicLinkFunctionName();
if(FunctionName != NAME_None)
{
if(TargetClass != nullptr)
{
FGuid FunctionGuid;
FBlueprintEditorUtils::GetFunctionGuidFromClassByFieldName(FBlueprintEditorUtils::GetMostUpToDateClass(TargetClass), FunctionName, FunctionGuid);
FunctionReference.SetExternalMember(FunctionName, TargetClass, FunctionGuid);
}
else
{
FunctionReference.SetSelfMember(FunctionName);
}
}
else
{
FunctionReference = FMemberReference();
}
bRequiresNodeReconstruct = true;
}
}
if(bRequiresNodeReconstruct)
{
ReconstructNode();
}
}
bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop()
{
TArray<FGuid> VisitedList;
TArray<FGuid> CurrentStack;
return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack);
}
bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack)
{
if(!VisitedNodes.Contains(CurrNode->NodeGuid))
{
VisitedNodes.Add(CurrNode->NodeGuid);
NodeStack.Add(CurrNode->NodeGuid);
if(UAnimBlueprint* AnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(CurrNode->GetTargetClass())))
{
// Check for cycles from other linked instance nodes
TArray<UEdGraph*> Graphs;
AnimBP->GetAllGraphs(Graphs);
for(UEdGraph* Graph : Graphs)
{
TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedInstanceNodes;
Graph->GetNodesOfClass(LinkedInstanceNodes);
for(UAnimGraphNode_LinkedAnimGraphBase* LinkedInstanceNode : LinkedInstanceNodes)
{
// If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop
if((!VisitedNodes.Contains(LinkedInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(LinkedInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(LinkedInstanceNode->NodeGuid))
{
return true;
}
}
}
}
}
NodeStack.Remove(CurrNode->NodeGuid);
return false;
}
void UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
Super::CustomizeDetails(DetailBuilder);
GenerateExposedPinsDetails(DetailBuilder);
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
// Customize InstanceClass
{
TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
ClassHandle->MarkHiddenByCustomization();
FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class"));
ClassWidgetRow.NameContent()
[
ClassHandle->CreatePropertyNameWidget()
]
.ValueContent()
.MinDesiredWidth(250.0f)
[
SNew(SObjectPropertyEntryBox)
.ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath)
.AllowedClass(UAnimBlueprint::StaticClass())
.NewAssetFactories(TArray<UFactory*>())
.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint))
.OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint, &DetailBuilder))
];
}
}
void UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder)
{
// We dont allow multi-select here
if(DetailBuilder.GetSelectedObjects().Num() > 1)
{
DetailBuilder.HideCategory(TEXT("Settings"));
return;
}
const FStructProperty* NodeProperty = GetFNodeProperty();
if(NodeProperty == nullptr)
{
return;
}
if(CustomPinProperties.Num() > 0)
{
TSharedRef<IPropertyHandle> NodePropertyHandle = DetailBuilder.GetProperty(NodeProperty->GetFName(), GetClass());
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Exposable Properties")));
for(int32 OptionalPinIndex = 0; OptionalPinIndex < CustomPinProperties.Num(); ++OptionalPinIndex)
{
const FOptionalPinFromProperty& OptionalProperty = CustomPinProperties[OptionalPinIndex];
// Find the property of our inner class
FProperty* Property = GetPinProperty(OptionalProperty.PropertyName);
if(Property == nullptr)
{
continue;
}
FDetailWidgetRow& PropertyWidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName()));
FName PropertyName = Property->GetFName();
FText PropertyTypeText = GetPropertyTypeText(Property);
FFormatNamedArguments Args;
Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName));
Args.Add(TEXT("PropertyType"), PropertyTypeText);
FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args);
PropertyWidgetRow.NameContent()
[
SNew(STextBlock)
.Text(FText::FromString(Property->GetName()))
.ToolTipText(TooltipText)
.Font(IDetailLayoutBuilder::GetDetailFont())
];
TSharedPtr<SWidget> BindingWidget = UAnimationGraphSchema::MakeBindingWidgetForPin({ this }, PropertyName, false, true);
if(BindingWidget.IsValid())
{
PropertyWidgetRow.ExtensionContent()
[
BindingWidget.ToSharedRef()
];
}
}
}
}
bool UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty(FProperty* InProperty) const
{
return InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InstanceClass);
}
FString UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath() const
{
UClass* InstanceClass = GetTargetClass();
if(InstanceClass)
{
UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass);
if(ActualBlueprint)
{
return ActualBlueprint->GetPathName();
}
}
return FString();
}
bool UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const
{
// Check recursion
if(AssetData.IsAssetLoaded() && Cast<UBlueprint>(AssetData.GetAsset()) == GetBlueprint())
{
return true;
}
// Check skeleton & flags
FAssetDataTagMapSharedView::FFindTagResult TargetSkeletonResult = AssetData.TagsAndValues.FindTag("TargetSkeleton");
FAssetDataTagMapSharedView::FFindTagResult IsTemplateResult = AssetData.TagsAndValues.FindTag("bIsTemplate");
FAssetDataTagMapSharedView::FFindTagResult BlueprintTypeResult = AssetData.TagsAndValues.FindTag("BlueprintType");
if (TargetSkeletonResult.IsSet())
{
const bool bIsTemplate = IsTemplateResult.IsSet() && IsTemplateResult.Equals(TEXT("True"));
const bool bIsInterface = BlueprintTypeResult.IsSet() && BlueprintTypeResult.Equals(TEXT("BPTYPE_Interface"));
if (UAnimBlueprint* CurrentBlueprint = Cast<UAnimBlueprint>(GetBlueprint()))
{
if (!CurrentBlueprint->IsCompatibleByAssetString(TargetSkeletonResult.GetValue(), bIsTemplate, bIsInterface))
{
return true;
}
}
}
return false;
}
void UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder)
{
FScopedTransaction Transaction(LOCTEXT("SetInstanceBlueprint", "Set Linked Blueprint"));
Modify();
TSharedRef<IPropertyHandle> ClassHandle = InDetailBuilder->GetProperty(TEXT("Node.InstanceClass"), GetClass());
if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AssetData.GetAsset()))
{
ClassHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass());
}
else
{
ClassHandle->SetValue((UObject*)nullptr);
}
}
FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetDefaultNodeTitleColor() const
{
return LinkedAnimGraphGraphNodeConstants::TitleColor;
}
FPoseLinkMappingRecord UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
{
FPoseLinkMappingRecord Record = Super::GetLinkIDLocation(NodeType, SourcePin);
if(Record.IsValid())
{
return Record;
}
else if(SourcePin->LinkedTo.Num() > 0 && SourcePin->Direction == EGPD_Input)
{
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
check(Node.InputPoses.Num() == Node.InputPoseNames.Num());
// perform name-based logic for input pose pins
if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
{
FArrayProperty* ArrayProperty = FindFieldChecked<FArrayProperty>(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses));
int32 ArrayIndex = INDEX_NONE;
if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex))
{
check(Node.InputPoses.IsValidIndex(ArrayIndex));
return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
}
}
}
return FPoseLinkMappingRecord::MakeInvalid();
}
void UAnimGraphNode_LinkedAnimGraphBase::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const
{
// We have the potential to output ALL registered attributes as we can contain any dynamically-linked graph
const UAnimGraphAttributes* AnimGraphAttributes = GetDefault<UAnimGraphAttributes>();
AnimGraphAttributes->ForEachAttribute([&OutAttributes](const FAnimGraphAttributeDesc& InDesc)
{
OutAttributes.Add(InDesc.Name);
});
}
void UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
Super::OnCopyTermDefaultsToDefaultObject(InCompilationContext, InPerNodeContext, OutCompiledData);
UAnimGraphNode_LinkedAnimGraphBase* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_LinkedAnimGraphBase>(this);
FAnimNode_LinkedAnimGraph* DestinationNode = reinterpret_cast<FAnimNode_LinkedAnimGraph*>(InPerNodeContext.GetDestinationPtr());
DestinationNode->NodeIndex = InPerNodeContext.GetNodePropertyIndex();
}
void UAnimGraphNode_LinkedAnimGraphBase::GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const
{
OutExtensions.Add(UAnimBlueprintExtension_LinkedAnimGraph::StaticClass());
}
TSharedPtr<FEdGraphSchemaAction> UAnimGraphNode_LinkedAnimGraphBase::GetEventNodeAction(const FText& ActionCategory)
{
TSharedPtr<FEdGraphSchemaAction_K2Event> NodeAction = MakeShareable(new FEdGraphSchemaAction_K2Event(ActionCategory, GetNodeTitle(ENodeTitleType::ListView), GetTooltipText(), 0));
NodeAction->NodeTemplate = this;
return NodeAction;
}
void UAnimGraphNode_LinkedAnimGraphBase::IterateFunctionParameters(UFunction* InFunction, TFunctionRef<void(const FName&, const FEdGraphPinType&)> InFunc) const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
auto IterateParam = [K2Schema, &InFunc](FProperty* InParam, bool bInPoses)
{
const bool bIsFunctionInput = !InParam->HasAnyPropertyFlags(CPF_OutParm) || InParam->HasAnyPropertyFlags(CPF_ReferenceParm);
if (bIsFunctionInput)
{
FEdGraphPinType PinType;
if(K2Schema->ConvertPropertyToPinType(InParam, PinType))
{
if(UAnimationGraphSchema::IsPosePin(PinType) == bInPoses)
{
InFunc(InParam->GetFName(), PinType);
}
}
}
};
// Iterate poses first, then params
for (TFieldIterator<FProperty> PropIt(InFunction); PropIt && (PropIt->PropertyFlags & CPF_Parm); ++PropIt)
{
IterateParam(*PropIt, true);
}
for (TFieldIterator<FProperty> PropIt(InFunction); PropIt && (PropIt->PropertyFlags & CPF_Parm); ++PropIt)
{
IterateParam(*PropIt, false);
}
}
#undef LOCTEXT_NAMESPACE