Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CallMaterialParameterCollectionFunction.cpp
2025-05-18 13:04:45 +08:00

81 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_CallMaterialParameterCollectionFunction.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphPin.h"
#include "HAL/Platform.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Materials/MaterialParameterCollection.h"
#include "Misc/Guid.h"
#include "Templates/Casts.h"
#include "UObject/NameTypes.h"
#include "UObject/Object.h"
UK2Node_CallMaterialParameterCollectionFunction::UK2Node_CallMaterialParameterCollectionFunction(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_CallMaterialParameterCollectionFunction::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
if (Pin->PinName == TEXT("Collection") )
{
// When the Collection pin gets a new value assigned, we need to update the Slate UI so that SGraphNodeCallParameterCollectionFunction will update the ParameterName drop down
GetGraph()->NotifyGraphChanged();
}
}
void UK2Node_CallMaterialParameterCollectionFunction::PreloadRequiredAssets()
{
if (UEdGraphPin* CollectionPin = FindPin(TEXT("Collection")))
{
if (UMaterialParameterCollection* Collection = Cast<UMaterialParameterCollection>(CollectionPin->DefaultObject))
{
PreloadObject(Collection);
// When on async loading thread, postload happens later on GT unless it's possible
// to do it right now safely.
if (IsInGameThread() || Collection->IsPostLoadThreadSafe())
{
Collection->ConditionalPostLoad();
}
}
}
Super::PreloadRequiredAssets();
}
void UK2Node_CallMaterialParameterCollectionFunction::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (UEdGraphPin* ParameterNamePin = FindPin(TEXT("ParameterName")))
{
if (ParameterNamePin->LinkedTo.Num() == 0)
{
if (ParameterNamePin->DefaultValue == TEXT(""))
{
MessageLog.Error(TEXT("@@ is invalid, @@ needs to be set to a parameter."), this, ParameterNamePin);
}
else
{
if (UEdGraphPin* CollectionPin = FindPin(TEXT("Collection")))
{
if (UMaterialParameterCollection* Collection = Cast<UMaterialParameterCollection>(CollectionPin->DefaultObject))
{
const FGuid ParameterNameGuid = Collection->GetParameterId(*ParameterNamePin->DefaultValue);
if (!ParameterNameGuid.IsValid())
{
MessageLog.Error(TEXT("@@ is invalid, @@ needs to be set to a parameter."), this, ParameterNamePin);
}
}
}
}
}
}
}