Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InstancedStruct.cpp
2025-05-18 13:04:45 +08:00

65 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InstancedStruct.h"
#include "EdGraphSchema_K2.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Kismet/BlueprintInstancedStructLibrary.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InstancedStruct)
#define LOCTEXT_NAMESPACE "InstancedStruct"
void UK2Node_InstancedStruct::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
Super::GetMenuActions(ActionRegistrar);
UClass* Action = GetClass();
if (ActionRegistrar.IsOpenForRegistration(Action))
{
auto CustomizeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FName FunctionName)
{
UK2Node_InstancedStruct* Node = CastChecked<UK2Node_InstancedStruct>(NewNode);
UFunction* Function = UBlueprintInstancedStructLibrary::StaticClass()->FindFunctionByName(FunctionName);
check(Function);
Node->SetFromFunction(Function);
};
// MakeInstancedStruct()
UBlueprintNodeSpawner* MakeNodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(MakeNodeSpawner != nullptr);
MakeNodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeLambda, GET_FUNCTION_NAME_CHECKED(UBlueprintInstancedStructLibrary, MakeInstancedStruct));
ActionRegistrar.AddBlueprintAction(Action, MakeNodeSpawner);
// SetInstancedStructValue()
UBlueprintNodeSpawner* SetNodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(SetNodeSpawner != nullptr);
SetNodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeLambda, GET_FUNCTION_NAME_CHECKED(UBlueprintInstancedStructLibrary, SetInstancedStructValue));
ActionRegistrar.AddBlueprintAction(Action, SetNodeSpawner);
// GetInstancedStructValue()
UBlueprintNodeSpawner* GetNodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(GetNodeSpawner != nullptr);
GetNodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeLambda, GET_FUNCTION_NAME_CHECKED(UBlueprintInstancedStructLibrary, GetInstancedStructValue));
ActionRegistrar.AddBlueprintAction(Action, GetNodeSpawner);
}
}
bool UK2Node_InstancedStruct::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
const UEdGraphPin* ValuePin = FindPinChecked(FName(TEXT("Value")));
if (MyPin == ValuePin && MyPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Wildcard)
{
if (OtherPin->PinType.PinCategory != UEdGraphSchema_K2::PC_Struct)
{
OutReason = TEXT("Value must be a struct.");
return true;
}
}
return false;
}
#undef LOCTEXT_NAMESPACE