107 lines
3.7 KiB
C++
107 lines
3.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_EditorPropertyAccess.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeSpawner.h"
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "Engine/MemberReference.h"
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#include "Internationalization/Internationalization.h"
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#include "Internationalization/Text.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Misc/AssertionMacros.h"
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#include "UObject/Class.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectPtr.h"
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#define LOCTEXT_NAMESPACE "K2Node_EditorPropertyAccess"
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void UK2Node_EditorPropertyAccessBase::AllocateDefaultPins()
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{
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Super::AllocateDefaultPins();
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UEdGraphPin* ResultPin = FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue, EGPD_Output);
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ResultPin->PinFriendlyName = LOCTEXT("ResultPinFriendlyName", "Success?");
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}
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void UK2Node_EditorPropertyAccessBase::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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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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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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bool UK2Node_EditorPropertyAccessBase::CanPasteHere(const UEdGraph* TargetGraph) const
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{
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bool bCanPaste = Super::CanPasteHere(TargetGraph);
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if (bCanPaste)
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{
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bCanPaste &= FBlueprintEditorUtils::IsEditorUtilityBlueprint(FBlueprintEditorUtils::FindBlueprintForGraphChecked(TargetGraph));
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}
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return bCanPaste;
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}
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bool UK2Node_EditorPropertyAccessBase::IsActionFilteredOut(const FBlueprintActionFilter& Filter)
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{
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bool bIsFilteredOut = Super::IsActionFilteredOut(Filter);
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if (!bIsFilteredOut)
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{
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for (UEdGraph* TargetGraph : Filter.Context.Graphs)
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{
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bIsFilteredOut |= !CanPasteHere(TargetGraph);
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}
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}
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return bIsFilteredOut;
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}
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void UK2Node_EditorPropertyAccessBase::EarlyValidation(class FCompilerResultsLog& MessageLog) const
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{
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Super::EarlyValidation(MessageLog);
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static const FName PN_Object = "Object";
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static const FName PN_PropertyName = "PropertyName";
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UEdGraphPin* ObjectPin = FindPinChecked(PN_Object, EGPD_Input);
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if (ObjectPin->LinkedTo.Num() == 0 && !ObjectPin->DefaultObject)
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{
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MessageLog.Error(*LOCTEXT("UnsetObject", "No object set on @@").ToString(), this);
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}
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UEdGraphPin* PropertyNamePin = FindPinChecked(PN_PropertyName, EGPD_Input);
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if (PropertyNamePin->LinkedTo.Num() == 0 && FName(*PropertyNamePin->DefaultValue).IsNone())
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{
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MessageLog.Error(*LOCTEXT("UnsetPropertyName", "No property name set on @@").ToString(), this);
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}
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}
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UK2Node_GetEditorProperty::UK2Node_GetEditorProperty()
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{
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FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, GetEditorProperty), UKismetSystemLibrary::StaticClass());
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}
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UK2Node_SetEditorProperty::UK2Node_SetEditorProperty()
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{
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FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, SetEditorProperty), UKismetSystemLibrary::StaticClass());
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}
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#undef LOCTEXT_NAMESPACE
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