37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "KismetCompilerMisc.h"
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class FKismetCompilerContext;
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class UEdGraphNode;
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class UEdGraphPin;
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struct FKismetFunctionContext;
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//////////////////////////////////////////////////////////////////////////
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// FKCHandler_VariableSet
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class FKCHandler_VariableSet : public FNodeHandlingFunctor
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{
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public:
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FKCHandler_VariableSet(FKismetCompilerContext& InCompilerContext)
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: FNodeHandlingFunctor(InCompilerContext)
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{
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}
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virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override;
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virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
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void InnerAssignment(FKismetFunctionContext& Context, UEdGraphNode* Node, UEdGraphPin* VariablePin, UEdGraphPin* ValuePin);
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void GenerateAssigments(FKismetFunctionContext& Context, UEdGraphNode* Node);
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virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
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virtual void Transform(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
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protected:
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// Used for implicit casting.
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// Some nodes need to use the variable pin when performing a lookup in the implicit cast table.
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virtual bool UsesVariablePinAsKey() const { return false; }
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};
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