Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SpawnActorFromClass.cpp
2025-05-18 13:04:45 +08:00

585 lines
25 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_SpawnActorFromClass.h"
#include "Containers/EnumAsByte.h"
#include "Containers/UnrealString.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraphSchema_K2.h"
#include "Engine/Blueprint.h"
#include "Engine/EngineTypes.h"
#include "Engine/MemberReference.h"
#include "GameFramework/Actor.h"
#include "HAL/PlatformCrt.h"
#include "HAL/PlatformMath.h"
#include "Internationalization/Internationalization.h"
#include "K2Node.h"
#include "K2Node_CallFunction.h"
#include "K2Node_EnumLiteral.h"
#include "K2Node_Select.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "KismetCompilerMisc.h"
#include "Math/Transform.h"
#include "Misc/AssertionMacros.h"
#include "Styling/AppStyle.h"
#include "Templates/Casts.h"
#include "Templates/SubclassOf.h"
#include "Templates/UnrealTemplate.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/Object.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UE5MainStreamObjectVersion.h"
struct FLinearColor;
struct FK2Node_SpawnActorFromClassHelper
{
static const FName SpawnTransformPinName;
static const FName SpawnEvenIfCollidingPinName;
static const FName NoCollisionFailPinName;
static const FName CollisionHandlingOverridePinName;
static const FName TransformScaleMethodPinName;
static const FName OwnerPinName;
};
const FName FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName(TEXT("SpawnTransform"));
const FName FK2Node_SpawnActorFromClassHelper::SpawnEvenIfCollidingPinName(TEXT("SpawnEvenIfColliding")); // deprecated pin, name kept for backwards compat
const FName FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName(TEXT("bNoCollisionFail")); // deprecated pin, name kept for backwards compat
const FName FK2Node_SpawnActorFromClassHelper::CollisionHandlingOverridePinName(TEXT("CollisionHandlingOverride"));
const FName FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName(TEXT("TransformScaleMethod"));
const FName FK2Node_SpawnActorFromClassHelper::OwnerPinName(TEXT("Owner"));
#define LOCTEXT_NAMESPACE "K2Node_SpawnActorFromClass"
UK2Node_SpawnActorFromClass::UK2Node_SpawnActorFromClass(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Attempts to spawn a new Actor with the specified transform");
}
UClass* UK2Node_SpawnActorFromClass::GetClassPinBaseClass() const
{
return AActor::StaticClass();
}
void UK2Node_SpawnActorFromClass::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
// Transform pin
UScriptStruct* TransformStruct = TBaseStructure<FTransform>::Get();
UEdGraphPin* TransformPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Struct, TransformStruct, FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
// Collision handling method pin
UEnum* const CollisionMethodEnum = StaticEnum<ESpawnActorCollisionHandlingMethod>();
UEdGraphPin* const CollisionHandlingOverridePin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Byte, CollisionMethodEnum, FK2Node_SpawnActorFromClassHelper::CollisionHandlingOverridePinName);
CollisionHandlingOverridePin->DefaultValue = CollisionMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorCollisionHandlingMethod::Undefined));
// Pin to set transform scaling behavior (ie whether to multiply scale with root component or to just ignore the root component default scale)
UEnum* const ScaleMethodEnum = StaticEnum<ESpawnActorScaleMethod>();
UEdGraphPin* const ScaleMethodPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Byte, ScaleMethodEnum, FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName);
ScaleMethodPin->DefaultValue = ScaleMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorScaleMethod::SelectDefaultAtRuntime));
ScaleMethodPin->bAdvancedView = true;
UEdGraphPin* OwnerPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Object, AActor::StaticClass(), FK2Node_SpawnActorFromClassHelper::OwnerPinName);
OwnerPin->bAdvancedView = true;
if (ENodeAdvancedPins::NoPins == AdvancedPinDisplay)
{
AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
}
}
void UK2Node_SpawnActorFromClass::MaybeUpdateCollisionPin(TArray<UEdGraphPin*>& OldPins)
{
// see if there's a bNoCollisionFail pin
for (UEdGraphPin* Pin : OldPins)
{
if (Pin->PinName == FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName || Pin->PinName == FK2Node_SpawnActorFromClassHelper::SpawnEvenIfCollidingPinName)
{
bool bHadOldCollisionPin = true;
if (Pin->LinkedTo.Num() == 0)
{
// no links, use the default value of the pin
bool const bOldCollisionPinValue = (Pin->DefaultValue == FString(TEXT("true")));
UEdGraphPin* const CollisionHandlingOverridePin = GetCollisionHandlingOverridePin();
if (CollisionHandlingOverridePin)
{
UEnum const* const MethodEnum = FindObjectChecked<UEnum>(nullptr, TEXT("/Script/Engine.ESpawnActorCollisionHandlingMethod"), true);
CollisionHandlingOverridePin->DefaultValue =
bOldCollisionPinValue
? MethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorCollisionHandlingMethod::AlwaysSpawn))
: MethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding));
}
}
else
{
// something was linked. we will just move the links to the new pin
// #note: this will be an invalid linkage and the BP compiler will complain, and that's intentional
// so that users will be able to see and fix issues
UEdGraphPin* const CollisionHandlingOverridePin = GetCollisionHandlingOverridePin();
check(CollisionHandlingOverridePin);
UEnum* const MethodEnum = FindObjectChecked<UEnum>(nullptr, TEXT("/Script/Engine.ESpawnActorCollisionHandlingMethod"), true);
FGraphNodeCreator<UK2Node_EnumLiteral> AlwaysSpawnLiteralCreator(*GetGraph());
UK2Node_EnumLiteral* const AlwaysSpawnLiteralNode = AlwaysSpawnLiteralCreator.CreateNode();
AlwaysSpawnLiteralNode->Enum = MethodEnum;
AlwaysSpawnLiteralNode->NodePosX = NodePosX;
AlwaysSpawnLiteralNode->NodePosY = NodePosY;
AlwaysSpawnLiteralCreator.Finalize();
FGraphNodeCreator<UK2Node_EnumLiteral> AdjustIfNecessaryLiteralCreator(*GetGraph());
UK2Node_EnumLiteral* const AdjustIfNecessaryLiteralNode = AdjustIfNecessaryLiteralCreator.CreateNode();
AdjustIfNecessaryLiteralNode->Enum = MethodEnum;
AdjustIfNecessaryLiteralNode->NodePosX = NodePosX;
AdjustIfNecessaryLiteralNode->NodePosY = NodePosY;
AdjustIfNecessaryLiteralCreator.Finalize();
FGraphNodeCreator<UK2Node_Select> SelectCreator(*GetGraph());
UK2Node_Select* const SelectNode = SelectCreator.CreateNode();
SelectNode->NodePosX = NodePosX;
SelectNode->NodePosY = NodePosY;
SelectCreator.Finalize();
// find pins we want to set and link up
auto FindEnumInputPin = [](UK2Node_EnumLiteral const* Node)
{
for (UEdGraphPin* NodePin : Node->Pins)
{
if (NodePin->PinName == Node->GetEnumInputPinName())
{
return NodePin;
}
}
return (UEdGraphPin*)nullptr;
};
UEdGraphPin* const AlwaysSpawnLiteralNodeInputPin = FindEnumInputPin(AlwaysSpawnLiteralNode);
UEdGraphPin* const AdjustIfNecessaryLiteralInputPin = FindEnumInputPin(AdjustIfNecessaryLiteralNode);
TArray<UEdGraphPin*> SelectOptionPins;
SelectNode->GetOptionPins(SelectOptionPins);
UEdGraphPin* const SelectIndexPin = SelectNode->GetIndexPin();
auto FindResultPin = [](UK2Node const* Node)
{
for (UEdGraphPin* NodePin : Node->Pins)
{
if (EEdGraphPinDirection::EGPD_Output == NodePin->Direction)
{
return NodePin;
}
}
return (UEdGraphPin*)nullptr;
};
UEdGraphPin* const AlwaysSpawnLiteralNodeResultPin = FindResultPin(AlwaysSpawnLiteralNode);
check(AlwaysSpawnLiteralNodeResultPin);
UEdGraphPin* const AdjustIfNecessaryLiteralResultPin = FindResultPin(AdjustIfNecessaryLiteralNode);
check(AdjustIfNecessaryLiteralResultPin);
UEdGraphPin* const OldBoolPin = Pin->LinkedTo[0];
check(OldBoolPin);
//
// now set data and links that we want to set
//
AlwaysSpawnLiteralNodeInputPin->DefaultValue = MethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorCollisionHandlingMethod::AlwaysSpawn));
AdjustIfNecessaryLiteralInputPin->DefaultValue = MethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding));
OldBoolPin->BreakLinkTo(Pin);
OldBoolPin->MakeLinkTo(SelectIndexPin);
AlwaysSpawnLiteralNodeResultPin->MakeLinkTo(SelectOptionPins[0]);
AdjustIfNecessaryLiteralResultPin->MakeLinkTo(SelectOptionPins[1]);
UEdGraphPin* const SelectOutputPin = SelectNode->GetReturnValuePin();
check(SelectOutputPin);
SelectOutputPin->MakeLinkTo(CollisionHandlingOverridePin);
// tell select node to update its wildcard status
SelectNode->NotifyPinConnectionListChanged(SelectIndexPin);
SelectNode->NotifyPinConnectionListChanged(SelectOptionPins[0]);
SelectNode->NotifyPinConnectionListChanged(SelectOptionPins[1]);
SelectNode->NotifyPinConnectionListChanged(SelectOutputPin);
}
}
}
}
void UK2Node_SpawnActorFromClass::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::ReallocatePinsDuringReconstruction(OldPins);
MaybeUpdateCollisionPin(OldPins);
}
bool UK2Node_SpawnActorFromClass::IsSpawnVarPin(UEdGraphPin* Pin) const
{
UEdGraphPin* ParentPin = Pin->ParentPin;
while (ParentPin)
{
if (ParentPin->PinName == FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName)
{
return false;
}
ParentPin = ParentPin->ParentPin;
}
return( Super::IsSpawnVarPin(Pin) &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::CollisionHandlingOverridePinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::OwnerPinName );
}
void UK2Node_SpawnActorFromClass::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if (UEdGraphPin* TransformPin = GetSpawnTransformPin())
{
K2Schema->ConstructBasicPinTooltip(*TransformPin, LOCTEXT("TransformPinDescription", "The transform to spawn the Actor with"), TransformPin->PinToolTip);
}
if (UEdGraphPin* CollisionHandlingOverridePin = GetCollisionHandlingOverridePin())
{
K2Schema->ConstructBasicPinTooltip(*CollisionHandlingOverridePin, LOCTEXT("CollisionHandlingOverridePinDescription", "Specifies how to handle collisions at the spawn point. If undefined, uses actor class settings."), CollisionHandlingOverridePin->PinToolTip);
}
if (UEdGraphPin* OwnerPin = GetOwnerPin())
{
K2Schema->ConstructBasicPinTooltip(*OwnerPin, LOCTEXT("OwnerPinDescription", "Can be left empty; primarily used for replication (bNetUseOwnerRelevancy and bOnlyRelevantToOwner), or visibility (PrimitiveComponent's bOwnerNoSee/bOnlyOwnerSee)"), OwnerPin->PinToolTip);
}
return Super::GetPinHoverText(Pin, HoverTextOut);
}
FSlateIcon UK2Node_SpawnActorFromClass::GetIconAndTint(FLinearColor& OutColor) const
{
static FSlateIcon Icon(FAppStyle::GetAppStyleSetName(), "GraphEditor.SpawnActor_16x");
return Icon;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetSpawnTransformPin() const
{
UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetCollisionHandlingOverridePin() const
{
UEdGraphPin* const Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::CollisionHandlingOverridePinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetScaleMethodPin() const
{
UEdGraphPin* const Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::TryGetScaleMethodPin() const
{
return FindPin(FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName, EGPD_Input);
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetOwnerPin() const
{
UEdGraphPin* Pin = FindPin(FK2Node_SpawnActorFromClassHelper::OwnerPinName);
check(Pin == nullptr || Pin->Direction == EGPD_Input);
return Pin;
}
FText UK2Node_SpawnActorFromClass::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_BaseTitle", "Spawn Actor from Class");
if (TitleType != ENodeTitleType::MenuTitle)
{
if (UEdGraphPin* ClassPin = GetClassPin())
{
if (ClassPin->LinkedTo.Num() > 0)
{
// Blueprint will be determined dynamically, so we don't have the name in this case
NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_Unknown", "SpawnActor");
}
else if (ClassPin->DefaultObject == nullptr)
{
NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_NONE", "SpawnActor NONE");
}
else
{
if (CachedNodeTitle.IsOutOfDate(this))
{
FText ClassName;
if (UClass* PickedClass = Cast<UClass>(ClassPin->DefaultObject))
{
ClassName = PickedClass->GetDisplayNameText();
}
FFormatNamedArguments Args;
Args.Add(TEXT("ClassName"), ClassName);
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "SpawnActor_Title_Class", "SpawnActor {ClassName}"), Args), this);
}
NodeTitle = CachedNodeTitle;
}
}
else
{
NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_NONE", "SpawnActor NONE");
}
}
return NodeTitle;
}
bool UK2Node_SpawnActorFromClass::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
return Super::IsCompatibleWithGraph(TargetGraph) && (!Blueprint || (FBlueprintEditorUtils::FindUserConstructionScript(Blueprint) != TargetGraph && Blueprint->GeneratedClass->GetDefaultObject()->ImplementsGetWorld()));
}
void UK2Node_SpawnActorFromClass::PostPlacedNewNode()
{
UEdGraphPin* const ScaleMethodPin = GetScaleMethodPin();
const UEnum* const ScaleMethodEnum = StaticEnum<ESpawnActorScaleMethod>();
ScaleMethodPin->DefaultValue = ScaleMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorScaleMethod::MultiplyWithRoot));
}
void UK2Node_SpawnActorFromClass::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
}
void UK2Node_SpawnActorFromClass::PostLoad()
{
FixupScaleMethodPin();
Super::PostLoad();
}
void UK2Node_SpawnActorFromClass::FixupScaleMethodPin()
{
// if this node is being diffed, don't fix up anything. Keep the legacy pins
const UPackage* Package = GetPackage();
if (Package && Package->HasAnyPackageFlags(PKG_ForDiffing))
{
return;
}
// For the sake of cook determinism, leave the scale method as ESpawnActorScaleMethod::SelectDefaultAtRuntime when cooking.
// This shouldn't impact runtime behavior.
if (IsRunningCookCommandlet())
{
return;
}
if (GetLinkerCustomVersion(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::SpawnActorFromClassTransformScaleMethod)
{
if (UEdGraphPin* const ScaleMethodPin = TryGetScaleMethodPin())
{
const UEdGraphPin* const ClassPin = FindPin(TEXT( "Class" ));
const UEnum* const ScaleMethodEnum = StaticEnum<ESpawnActorScaleMethod>();
if (const UClass* Class = Cast<UClass>(ClassPin->DefaultObject))
{
if (const AActor* ActorCDO = Cast<AActor>(Class->GetDefaultObject(false)))
{
if (const USceneComponent* Root = ActorCDO->GetRootComponent()) // native root component
{
ScaleMethodPin->DefaultValue = ScaleMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorScaleMethod::MultiplyWithRoot));
}
else
{
ScaleMethodPin->DefaultValue = ScaleMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorScaleMethod::OverrideRootScale));
}
}
}
else
{
// if the class can't be determined during compile time, defer the default value to runtime
ScaleMethodPin->DefaultValue = ScaleMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorScaleMethod::SelectDefaultAtRuntime));
}
}
else
{
UE_LOG(LogBlueprint, Warning, TEXT("Blueprint Node '%s' is missing '%s' pin. Proceeding as if it's default is SelectDefaultAtRuntime"),
*GetNodeTitle(ENodeTitleType::FullTitle).ToString(),
*FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName.ToString()
)
}
}
}
void UK2Node_SpawnActorFromClass::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
{
UClass* ClassToSpawn = GetClassToSpawn();
const FString ClassToSpawnStr = ClassToSpawn ? ClassToSpawn->GetName() : TEXT( "InvalidClass" );
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "SpawnActorFromClass" ) ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "ActorClass" ), ClassToSpawnStr ));
}
FNodeHandlingFunctor* UK2Node_SpawnActorFromClass::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FNodeHandlingFunctor(CompilerContext);
}
void UK2Node_SpawnActorFromClass::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
// make sure that if scale method needs to be given a default value, it gets it
FixupScaleMethodPin();
static const FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginDeferredActorSpawnFromClass);
static const FName ActorClassParamName(TEXT("ActorClass"));
static const FName WorldContextParamName(TEXT("WorldContextObject"));
static const FName FinishSpawningFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, FinishSpawningActor);
static const FName ActorParamName(TEXT("Actor"));
static const FName TransformParamName(TEXT("SpawnTransform"));
static const FName CollisionHandlingOverrideParamName(TEXT("CollisionHandlingOverride"));
static const FName OwnerParamName(TEXT("Owner"));
static const FName ObjectParamName(TEXT("Object"));
static const FName ValueParamName(TEXT("Value"));
static const FName PropertyNameParamName(TEXT("PropertyName"));
UK2Node_SpawnActorFromClass* SpawnNode = this;
UEdGraphPin* SpawnNodeExec = SpawnNode->GetExecPin();
UEdGraphPin* SpawnNodeTransform = SpawnNode->GetSpawnTransformPin();
UEdGraphPin* SpawnNodeCollisionHandlingOverride = GetCollisionHandlingOverridePin();
UEdGraphPin* SpawnNodeScaleMethod = TryGetScaleMethodPin();
UEdGraphPin* SpawnWorldContextPin = SpawnNode->GetWorldContextPin();
UEdGraphPin* SpawnClassPin = SpawnNode->GetClassPin();
UEdGraphPin* SpawnNodeOwnerPin = SpawnNode->GetOwnerPin();
UEdGraphPin* SpawnNodeThen = SpawnNode->GetThenPin();
UEdGraphPin* SpawnNodeResult = SpawnNode->GetResultPin();
// Cache the class to spawn. Note, this is the compile time class that the pin was set to or the variable type it was connected to. Runtime it could be a child.
UClass* ClassToSpawn = GetClassToSpawn();
UClass* SpawnClass = (SpawnClassPin != NULL) ? Cast<UClass>(SpawnClassPin->DefaultObject) : NULL;
if ( !SpawnClassPin || ((0 == SpawnClassPin->LinkedTo.Num()) && (NULL == SpawnClass)))
{
CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingClass_Error", "Spawn node @@ must have a @@ specified.").ToString(), SpawnNode, SpawnClassPin);
// we break exec links so this is the only error we get, don't want the SpawnActor node being considered and giving 'unexpected node' type warnings
SpawnNode->BreakAllNodeLinks();
return;
}
//////////////////////////////////////////////////////////////////////////
// create 'begin spawn' call node
UK2Node_CallFunction* CallBeginSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
CallBeginSpawnNode->FunctionReference.SetExternalMember(BeginSpawningBlueprintFuncName, UGameplayStatics::StaticClass());
CallBeginSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName);
UEdGraphPin* CallBeginActorClassPin = CallBeginSpawnNode->FindPinChecked(ActorClassParamName);
UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
UEdGraphPin* CallBeginScaleMethod = CallBeginSpawnNode->FindPinChecked(FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName);
UEdGraphPin* CallBeginCollisionHandlingOverride = CallBeginSpawnNode->FindPinChecked(CollisionHandlingOverrideParamName);
UEdGraphPin* CallBeginOwnerPin = CallBeginSpawnNode->FindPinChecked(FK2Node_SpawnActorFromClassHelper::OwnerPinName);
UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin();
// Move 'exec' connection from spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeExec, *CallBeginExec);
if(SpawnClassPin->LinkedTo.Num() > 0)
{
// Copy the 'blueprint' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnClassPin, *CallBeginActorClassPin);
}
else
{
// Copy blueprint literal onto begin spawn call
CallBeginActorClassPin->DefaultObject = SpawnClass;
}
// Copy the world context connection from the spawn node to 'begin spawn' if necessary
if (SpawnWorldContextPin)
{
CompilerContext.MovePinLinksToIntermediate(*SpawnWorldContextPin, *CallBeginWorldContextPin);
}
if (SpawnNodeOwnerPin != nullptr)
{
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeOwnerPin, *CallBeginOwnerPin);
}
// Copy the 'transform' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform);
// Copy the 'CollisionHandlingOverride' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeCollisionHandlingOverride, *CallBeginCollisionHandlingOverride);
// Copy the 'ScaleMethod' connection from the spawn node to 'begin spawn'
if (SpawnNodeScaleMethod)
{
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeScaleMethod, *CallBeginScaleMethod);
}
else
{
// if for some reason we couldn't find scale method pin on the spawn node, defer it's value to runtime
const UEnum* const ScaleMethodEnum = StaticEnum<ESpawnActorScaleMethod>();
CallBeginScaleMethod->DefaultValue = ScaleMethodEnum->GetNameStringByValue(static_cast<int>(ESpawnActorScaleMethod::SelectDefaultAtRuntime));
}
//////////////////////////////////////////////////////////////////////////
// create 'finish spawn' call node
UK2Node_CallFunction* CallFinishSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
CallFinishSpawnNode->FunctionReference.SetExternalMember(FinishSpawningFuncName, UGameplayStatics::StaticClass());
CallFinishSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallFinishExec = CallFinishSpawnNode->GetExecPin();
UEdGraphPin* CallFinishThen = CallFinishSpawnNode->GetThenPin();
UEdGraphPin* CallFinishActor = CallFinishSpawnNode->FindPinChecked(ActorParamName);
UEdGraphPin* CallFinishTransform = CallFinishSpawnNode->FindPinChecked(TransformParamName);
UEdGraphPin* CallFinishScaleMethod = CallFinishSpawnNode->FindPinChecked(FK2Node_SpawnActorFromClassHelper::TransformScaleMethodPinName);
UEdGraphPin* CallFinishResult = CallFinishSpawnNode->GetReturnValuePin();
// Move 'then' connection from spawn node to 'finish spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *CallFinishThen);
// Copy transform connection
CompilerContext.CopyPinLinksToIntermediate(*CallBeginTransform, *CallFinishTransform);
// Copy 'ScaleMethod' connection
CompilerContext.CopyPinLinksToIntermediate(*CallBeginScaleMethod, *CallFinishScaleMethod);
// Connect output actor from 'begin' to 'finish'
CallBeginResult->MakeLinkTo(CallFinishActor);
// Move result connection from spawn node to 'finish spawn'
CallFinishResult->PinType = SpawnNodeResult->PinType; // Copy type so it uses the right actor subclass
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeResult, *CallFinishResult);
//////////////////////////////////////////////////////////////////////////
// create 'set var' nodes
// Get 'result' pin from 'begin spawn', this is the actual actor we want to set properties on
UEdGraphPin* LastThen = FKismetCompilerUtilities::GenerateAssignmentNodes(CompilerContext, SourceGraph, CallBeginSpawnNode, SpawnNode, CallBeginResult, ClassToSpawn, CallBeginActorClassPin);
// Make exec connection between 'then' on last node and 'finish'
LastThen->MakeLinkTo(CallFinishExec);
// Break any links to the expanded node
SpawnNode->BreakAllNodeLinks();
}
#undef LOCTEXT_NAMESPACE