Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Public/VariableSetHandler.h
2025-05-18 13:04:45 +08:00

37 lines
1.2 KiB
C++

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