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C++ UK2Node_CallFunction类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中UK2Node_CallFunction的典型用法代码示例。如果您正苦于以下问题:C++ UK2Node_CallFunction类的具体用法?C++ UK2Node_CallFunction怎么用?C++ UK2Node_CallFunction使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了UK2Node_CallFunction类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetConditionalFunction

void UK2Node_EnumEquality::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	// Get the enum equality node and the KismetMathLibrary function info for use when we build those nodes
	FName ConditionalFunctionName = "";
	UClass* ConditionalFunctionClass = NULL;
	GetConditionalFunction(ConditionalFunctionName, &ConditionalFunctionClass);

	// Create the conditional node we're replacing the enum node for
	UK2Node_CallFunction* ConditionalNode = SourceGraph->CreateBlankNode<UK2Node_CallFunction>();
	ConditionalNode->FunctionReference.SetExternalMember(ConditionalFunctionName, ConditionalFunctionClass);
	ConditionalNode->AllocateDefaultPins();
	CompilerContext.MessageLog.NotifyIntermediateObjectCreation(ConditionalNode, this);

	// Rewire the enum pins to the new conditional node
	UEdGraphPin* LeftSideConditionalPin = ConditionalNode->FindPinChecked(TEXT("A"));
	UEdGraphPin* RightSideConditionalPin = ConditionalNode->FindPinChecked(TEXT("B"));
	UEdGraphPin* ReturnConditionalPin = ConditionalNode->FindPinChecked(Schema->PN_ReturnValue);
	UEdGraphPin* Input1Pin = GetInput1Pin();
	UEdGraphPin* Input2Pin = GetInput2Pin();
	LeftSideConditionalPin->PinType = Input1Pin->PinType;
	RightSideConditionalPin->PinType = Input2Pin->PinType;
	CompilerContext.MovePinLinksToIntermediate(*Input1Pin, *LeftSideConditionalPin);
	CompilerContext.MovePinLinksToIntermediate(*Input2Pin, *RightSideConditionalPin);
	CompilerContext.MovePinLinksToIntermediate(*GetReturnValuePin(), *ReturnConditionalPin);

	// Break all links to the Select node so it goes away for at scheduling time
	BreakAllNodeLinks();
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:32,代码来源:K2Node_EnumEquality.cpp


示例2: check

void FKCHandler_VariableSet::Transform(FKismetFunctionContext& Context, UEdGraphNode* Node)
{
    // Expands node out to include a (local) call to the RepNotify function if necessary
    UK2Node_VariableSet* SetNotify = Cast<UK2Node_VariableSet>(Node);
    if ((SetNotify != NULL))
    {
        if (SetNotify->ShouldFlushDormancyOnSet())
        {
            // Create CallFuncNode
            UK2Node_CallFunction* CallFuncNode = Node->GetGraph()->CreateBlankNode<UK2Node_CallFunction>();
            CallFuncNode->FunctionReference.SetExternalMember(NAME_FlushNetDormancy, AActor::StaticClass() );
            CallFuncNode->AllocateDefaultPins();

            // Copy self pin
            UEdGraphPin* NewSelfPin = CallFuncNode->FindPinChecked(CompilerContext.GetSchema()->PN_Self);
            UEdGraphPin* OldSelfPin = Node->FindPinChecked(CompilerContext.GetSchema()->PN_Self);
            NewSelfPin->CopyPersistentDataFromOldPin(*OldSelfPin);

            // link new CallFuncNode -> Set Node
            UEdGraphPin* OldExecPin = Node->FindPin(CompilerContext.GetSchema()->PN_Execute);
            check(OldExecPin);

            UEdGraphPin* NewExecPin = CallFuncNode->GetExecPin();
            if (ensure(NewExecPin))
            {
                NewExecPin->CopyPersistentDataFromOldPin(*OldExecPin);
                OldExecPin->BreakAllPinLinks();
                CallFuncNode->GetThenPin()->MakeLinkTo(OldExecPin);
            }
        }

        if (SetNotify->HasLocalRepNotify())
        {
            UK2Node_CallFunction* CallFuncNode = Node->GetGraph()->CreateBlankNode<UK2Node_CallFunction>();
            CallFuncNode->FunctionReference.SetExternalMember(SetNotify->GetRepNotifyName(), SetNotify->GetVariableSourceClass() );
            CallFuncNode->AllocateDefaultPins();

            // Copy self pin
            UEdGraphPin* NewSelfPin = CallFuncNode->FindPinChecked(CompilerContext.GetSchema()->PN_Self);
            UEdGraphPin* OldSelfPin = Node->FindPinChecked(CompilerContext.GetSchema()->PN_Self);
            NewSelfPin->CopyPersistentDataFromOldPin(*OldSelfPin);

            // link Set Node -> new CallFuncNode
            UEdGraphPin* OldThenPin = Node->FindPin(CompilerContext.GetSchema()->PN_Then);
            check(OldThenPin);

            UEdGraphPin* NewThenPin = CallFuncNode->GetThenPin();
            if (ensure(NewThenPin))
            {
                // Link Set Node -> Notify
                NewThenPin->CopyPersistentDataFromOldPin(*OldThenPin);
                OldThenPin->BreakAllPinLinks();
                OldThenPin->MakeLinkTo(CallFuncNode->GetExecPin());
            }
        }
    }
}
开发者ID:candyhenry,项目名称:Unreal4,代码行数:57,代码来源:VariableSetHandler.cpp


示例3: OnNewBlueprintCreated

void FPersonaModule::OnNewBlueprintCreated(UBlueprint* InBlueprint)
{
	if (ensure(InBlueprint->UbergraphPages.Num() > 0))
	{
		UEdGraph* EventGraph = InBlueprint->UbergraphPages[0];

		int32 SafeXPosition = 0;
		int32 SafeYPosition = 0;

		if (EventGraph->Nodes.Num() != 0)
		{
			SafeXPosition = EventGraph->Nodes[0]->NodePosX;
			SafeYPosition = EventGraph->Nodes[EventGraph->Nodes.Num() - 1]->NodePosY + EventGraph->Nodes[EventGraph->Nodes.Num() - 1]->NodeHeight + 100;
		}

		// add try get owner node
		UK2Node_CallFunction* GetOwnerNode = NewObject<UK2Node_CallFunction>(EventGraph);
		UFunction* MakeNodeFunction = UAnimInstance::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UAnimInstance, TryGetPawnOwner));
		GetOwnerNode->CreateNewGuid();
		GetOwnerNode->PostPlacedNewNode();
		GetOwnerNode->SetFromFunction(MakeNodeFunction);
		GetOwnerNode->SetFlags(RF_Transactional);
		GetOwnerNode->AllocateDefaultPins();
		GetOwnerNode->NodePosX = SafeXPosition;
		GetOwnerNode->NodePosY = SafeYPosition;
		UEdGraphSchema_K2::SetNodeMetaData(GetOwnerNode, FNodeMetadata::DefaultGraphNode);
		GetOwnerNode->DisableNode();

		EventGraph->AddNode(GetOwnerNode);
	}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:31,代码来源:PersonaModule.cpp


示例4: check

void FScriptBlueprintCompiler::CreateScriptDefinedFunction(FScriptField& Field)
{
	check(ContextProperty);
	
	UScriptBlueprint* Blueprint = ScriptBlueprint();
	const FString FunctionName = Field.Name.ToString();

	// Create Blueprint Graph which consists of 3 nodes: 'Entry', 'Get Script Context' and 'Call Function'
	// @todo: once we figure out how to get parameter lists for functions we can add suport for that here

	UEdGraph* ScriptFunctionGraph = NewObject<UEdGraph>(Blueprint, *FString::Printf(TEXT("%s_Graph"), *FunctionName));
	ScriptFunctionGraph->Schema = UEdGraphSchema_K2::StaticClass();
	ScriptFunctionGraph->SetFlags(RF_Transient);
	
	FKismetFunctionContext* FunctionContext = CreateFunctionContext();
	FunctionContext->SourceGraph = ScriptFunctionGraph;
	FunctionContext->bCreateDebugData = false;

	UK2Node_FunctionEntry* EntryNode = SpawnIntermediateNode<UK2Node_FunctionEntry>(NULL, ScriptFunctionGraph);
	EntryNode->CustomGeneratedFunctionName = Field.Name;
	EntryNode->AllocateDefaultPins();

	UK2Node_VariableGet* GetVariableNode = SpawnIntermediateNode<UK2Node_VariableGet>(NULL, ScriptFunctionGraph);
	GetVariableNode->VariableReference.SetSelfMember(ContextProperty->GetFName());
	GetVariableNode->AllocateDefaultPins();

	
	UK2Node_CallFunction* CallFunctionNode = SpawnIntermediateNode<UK2Node_CallFunction>(NULL, ScriptFunctionGraph);
	CallFunctionNode->FunctionReference.SetExternalMember(TEXT("CallScriptFunction"), ContextProperty->PropertyClass);
	CallFunctionNode->AllocateDefaultPins();
	UEdGraphPin* FunctionNamePin = CallFunctionNode->FindPinChecked(TEXT("FunctionName"));
	FunctionNamePin->DefaultValue = FunctionName;

	// Link nodes together
	UEdGraphPin* ExecPin = Schema->FindExecutionPin(*EntryNode, EGPD_Output);
	UEdGraphPin* GetVariableOutPin = GetVariableNode->FindPinChecked(ContextProperty->GetName());
	UEdGraphPin* CallFunctionPin = Schema->FindExecutionPin(*CallFunctionNode, EGPD_Input);
	UEdGraphPin* FunctionTargetPin = CallFunctionNode->FindPinChecked(TEXT("self"));
	ExecPin->MakeLinkTo(CallFunctionPin);
	GetVariableOutPin->MakeLinkTo(FunctionTargetPin);
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:41,代码来源:ScriptBlueprintCompiler.cpp


示例5: check

void UK2Node_GetNumEnumEntries::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	if(NULL == Enum)
	{
		CompilerContext.MessageLog.Error(*FString::Printf(*NSLOCTEXT("K2Node", "GetNumEnumEntries_Error", "@@ must have a valid enum defined").ToString()), this);
		return;
	}

	// Force the enum to load its values if it hasn't already
	if (Enum->HasAnyFlags(RF_NeedLoad))
	{
		Enum->GetLinker()->Preload(Enum);
	}

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
	check(NULL != Schema);

	//MAKE LITERAL
	const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, MakeLiteralInt);
	UK2Node_CallFunction* MakeLiteralInt = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); 
	MakeLiteralInt->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(FunctionName));
	MakeLiteralInt->AllocateDefaultPins();

	//OPUTPUT PIN
	UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
	UEdGraphPin* NewReturnPin = MakeLiteralInt->GetReturnValuePin();
	check(NULL != NewReturnPin);
	CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);

	//INPUT PIN
	UEdGraphPin* InputPin = MakeLiteralInt->FindPinChecked(TEXT("Value"));
	check(EGPD_Input == InputPin->Direction);
	const FString DefaultValue = FString::FromInt(Enum->NumEnums() - 1);
	InputPin->DefaultValue = DefaultValue;

	BreakAllNodeLinks();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:39,代码来源:K2Node_GetNumEnumEntries.cpp


示例6: FindPin

void UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();

	// Get The input and output pins to our node
	UEdGraphPin* InPinSwitch = FindPin(TEXT("Gameplay Tag Container"));
	UEdGraphPin* InPinContainerMatchType = FindPin(TEXT("Tag Container Match Type"));
	UEdGraphPin* InPinTagsMatchType = FindPin(TEXT("Tags Match Type"));

	// For Each Pin Compare against the Tag container
	for (int32 Index = 0; Index < NumberOfPins; ++Index)
	{
		FString InPinName = TEXT("TagCase_") + FString::FormatAsNumber(Index);
		FString OutPinName = TEXT("Case_") + FString::FormatAsNumber(Index) + TEXT(" True");
		UEdGraphPin* InPinCase = FindPin(InPinName);
		UEdGraphPin* OutPinCase = FindPin(OutPinName);

		// Create call function node for the Compare function HasAllMatchingGameplayTags
		UK2Node_CallFunction* PinCallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		const UFunction* Function = UBlueprintGameplayTagLibrary::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UBlueprintGameplayTagLibrary, DoesContainerHaveTag));
		PinCallFunction->SetFromFunction(Function);
		PinCallFunction->AllocateDefaultPins();

		UEdGraphPin *TagContainerPin = PinCallFunction->FindPinChecked(FString(TEXT("TagContainer")));
		CompilerContext.CopyPinLinksToIntermediate(*InPinSwitch, *TagContainerPin);

		UEdGraphPin *TagPin = PinCallFunction->FindPinChecked(FString(TEXT("Tag")));
		CompilerContext.MovePinLinksToIntermediate(*InPinCase, *TagPin);

		UEdGraphPin *ContainerTagsMatchTypePin = PinCallFunction->FindPinChecked(FString(TEXT("ContainerTagsMatchType")));
		CompilerContext.CopyPinLinksToIntermediate(*InPinContainerMatchType, *ContainerTagsMatchTypePin);

		UEdGraphPin *TagMatchTypePin = PinCallFunction->FindPinChecked(FString(TEXT("TagMatchType")));
		CompilerContext.CopyPinLinksToIntermediate(*InPinTagsMatchType, *TagMatchTypePin);
		
		UEdGraphPin *OutPin = PinCallFunction->FindPinChecked(K2Schema->PN_ReturnValue);

		if (OutPinCase && OutPin)
		{
			OutPin->PinType = OutPinCase->PinType; // Copy type so it uses the right actor subclass
			CompilerContext.MovePinLinksToIntermediate(*OutPinCase, *OutPin);
		}
	}

	// Break any links to the expanded node
	BreakAllNodeLinks();
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:49,代码来源:GameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags.cpp


示例7: ParseDefaultValueData

void SGameplayTagGraphPin::ParseDefaultValueData()
{
	FString TagString = GraphPinObj->GetDefaultAsString();

	UK2Node_CallFunction* CallFuncNode = Cast<UK2Node_CallFunction>(GraphPinObj->GetOuter());
	
	FilterString.Empty();
	if (CallFuncNode)
	{
		UFunction* ThisFunction = CallFuncNode->GetTargetFunction();
		if (ThisFunction)
		{
			if (ThisFunction->HasMetaData(TEXT("GameplayTagFilter")))
			{
				FilterString = ThisFunction->GetMetaData(TEXT("GameplayTagFilter"));
			}
		}
	}

	if (TagString.StartsWith(TEXT("(")) && TagString.EndsWith(TEXT(")")))
	{
		TagString = TagString.LeftChop(1);
		TagString = TagString.RightChop(1);
		TagString.Split("=", NULL, &TagString);
		if (TagString.StartsWith(TEXT("\"")) && TagString.EndsWith(TEXT("\"")))
		{
			TagString = TagString.LeftChop(1);
			TagString = TagString.RightChop(1);
		}
	}

	if (!TagString.IsEmpty())
	{
		FGameplayTag Tag = IGameplayTagsModule::Get().GetGameplayTagsManager().RequestGameplayTag(FName(*TagString));
		TagContainer->AddTag(Tag);
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:37,代码来源:SGameplayTagGraphPin.cpp


示例8: FindPinChecked

void UK2Node_EaseFunction::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	/**
		At the end of this, the UK2Node_EaseFunction will not be a part of the Blueprint, it merely handles connecting
		the other nodes into the Blueprint.
	*/

	UFunction* Function = UKismetMathLibrary::StaticClass()->FindFunctionByName(*EaseFunctionName);
	if (Function == NULL)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("InvalidFunctionName", "BaseAsyncTask: Type not supported or not initialized. @@").ToString(), this);
		return;
	}

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	// The call function does all the real work, each child class implementing easing for  a given type provides
	// the name of the desired function
	UK2Node_CallFunction* CallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		
	CallFunction->SetFromFunction(Function);
	CallFunction->AllocateDefaultPins();
	CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFunction, this);

	// Move the ease function and the alpha connections from us to the call function
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetEaseFuncPinName()), *CallFunction->FindPin(TEXT("EasingFunc")));
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetAlphaPinName()), *CallFunction->FindPin(TEXT("Alpha")));

	// Move base connections to the call function's connections
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetAPinName()), *CallFunction->FindPin(TEXT("A")));
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetBPinName()), *CallFunction->FindPin(TEXT("B")));
	CompilerContext.MovePinLinksToIntermediate(*FindPin(FEaseFunctionNodeHelper::GetResultPinName()), *CallFunction->GetReturnValuePin());

	// Now move the custom pins to their new locations
	UEdGraphPin* ShortestPathPin = FindPinChecked(FEaseFunctionNodeHelper::GetShortestPathPinName());
	if (!ShortestPathPin->bHidden)
	{
		CompilerContext.MovePinLinksToIntermediate(*ShortestPathPin, *CallFunction->FindPinChecked(TEXT("bShortestPath")));
	}

	UEdGraphPin* BlendExpPin = FindPinChecked(FEaseFunctionNodeHelper::GetBlendExpPinName());
	if (!BlendExpPin->bHidden)
	{
		CompilerContext.MovePinLinksToIntermediate(*BlendExpPin, *CallFunction->FindPinChecked(FEaseFunctionNodeHelper::GetBlendExpPinName()));
	}

	UEdGraphPin* StepsPin = FindPinChecked(FEaseFunctionNodeHelper::GetStepsPinName());
	if (!StepsPin->bHidden)
	{
		CompilerContext.MovePinLinksToIntermediate(*StepsPin, *CallFunction->FindPinChecked(FEaseFunctionNodeHelper::GetStepsPinName()));
	}

	// Cleanup links to ourself and we are done!
	BreakAllNodeLinks();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,代码来源:K2Node_EaseFunction.cpp


示例9: GetExecPin

void UK2Node_GenericCreateObject::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	UK2Node_CallFunction* CallCreateNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
	CallCreateNode->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UGameplayStatics, SpawnObject), UGameplayStatics::StaticClass());
	CallCreateNode->AllocateDefaultPins();

	bool bSucceeded = true;
	//connect exe
	{
		auto SpawnExecPin = GetExecPin();
		auto CallExecPin = CallCreateNode->GetExecPin();
		bSucceeded &= SpawnExecPin && CallExecPin && CompilerContext.MovePinLinksToIntermediate(*SpawnExecPin, *CallExecPin).CanSafeConnect();
	}

	//connect class
	{
		auto SpawnClassPin = GetClassPin();
		auto CallClassPin = CallCreateNode->FindPin(TEXT("ObjectClass"));
		bSucceeded &= SpawnClassPin && CallClassPin && CompilerContext.MovePinLinksToIntermediate(*SpawnClassPin, *CallClassPin).CanSafeConnect();
	}
		
	//connect outer
	{
		auto SpawnOuterPin = GetOuterPin();
		auto CallOuterPin = CallCreateNode->FindPin(TEXT("Outer"));
		bSucceeded &= SpawnOuterPin && CallOuterPin && CompilerContext.MovePinLinksToIntermediate(*SpawnOuterPin, *CallOuterPin).CanSafeConnect();
	}

	UEdGraphPin* CallResultPin = nullptr;
	//connect result
	{
		auto SpawnResultPin = GetResultPin();
		CallResultPin = CallCreateNode->GetReturnValuePin();

		// cast HACK. It should be safe. The only problem is native code generation.
		if (SpawnResultPin && CallResultPin)
		{
			CallResultPin->PinType = SpawnResultPin->PinType;
		}
		bSucceeded &= SpawnResultPin && CallResultPin && CompilerContext.MovePinLinksToIntermediate(*SpawnResultPin, *CallResultPin).CanSafeConnect();
	}

	//assign exposed values and connect then
	{
		auto LastThen = FKismetCompilerUtilities::GenerateAssignmentNodes(CompilerContext, SourceGraph, CallCreateNode, this, CallResultPin, GetClassToSpawn());
		auto SpawnNodeThen = GetThenPin();
		bSucceeded &= SpawnNodeThen && LastThen && CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *LastThen).CanSafeConnect();
	}

	BreakAllNodeLinks();

	if (!bSucceeded)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("GenericCreateObject_Error", "ICE: GenericCreateObject error @@").ToString(), this);
	}
}
开发者ID:PopCap,项目名称:GameIdea,代码行数:56,代码来源:K2Node_GenericCreateObject.cpp


示例10: GetFunctionName

void UK2Node_CastByteToEnum::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	if (bSafe && Enum)
	{
		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

		// FUNCTION NODE
		const FName FunctionName = GetFunctionName();
		const UFunction* Function = UKismetNodeHelperLibrary::StaticClass()->FindFunctionByName(FunctionName);
		check(NULL != Function);
		UK2Node_CallFunction* CallValidation = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph); 
		CallValidation->SetFromFunction(Function);
		CallValidation->AllocateDefaultPins();
		check(CallValidation->IsNodePure());

		// FUNCTION ENUM PIN
		UEdGraphPin* FunctionEnumPin = CallValidation->FindPinChecked(TEXT("Enum"));
		Schema->TrySetDefaultObject(*FunctionEnumPin, Enum);
		check(FunctionEnumPin->DefaultObject == Enum);

		// FUNCTION INPUT BYTE PIN
		UEdGraphPin* OrgInputPin = FindPinChecked(ByteInputPinName);
		UEdGraphPin* FunctionIndexPin = CallValidation->FindPinChecked(TEXT("EnumeratorIndex"));
		check(EGPD_Input == FunctionIndexPin->Direction && Schema->PC_Byte == FunctionIndexPin->PinType.PinCategory);
		CompilerContext.MovePinLinksToIntermediate(*OrgInputPin, *FunctionIndexPin);

		// UNSAFE CAST NODE
		UK2Node_CastByteToEnum* UsafeCast = CompilerContext.SpawnIntermediateNode<UK2Node_CastByteToEnum>(this, SourceGraph); 
		UsafeCast->Enum = Enum;
		UsafeCast->bSafe = false;
		UsafeCast->AllocateDefaultPins();

		// UNSAFE CAST INPUT
		UEdGraphPin* CastInputPin = UsafeCast->FindPinChecked(ByteInputPinName);
		UEdGraphPin* FunctionReturnPin = CallValidation->GetReturnValuePin();
		check(NULL != FunctionReturnPin);
		Schema->TryCreateConnection(CastInputPin, FunctionReturnPin);

		// OPUTPUT PIN
		UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
		UEdGraphPin* NewReturnPin = UsafeCast->FindPinChecked(Schema->PN_ReturnValue);
		CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);

		BreakAllNodeLinks();
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:48,代码来源:K2Node_CastByteToEnum.cpp


示例11: GetTargetFunction

void UK2Node_Message::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	UEdGraphPin* ExecPin = Schema->FindExecutionPin(*this, EGPD_Input);
	const bool bExecPinConnected = ExecPin && (ExecPin->LinkedTo.Num() > 0);
	UEdGraphPin* ThenPin = Schema->FindExecutionPin(*this, EGPD_Output);
	const bool bThenPinConnected = ThenPin && (ThenPin->LinkedTo.Num() > 0);

	// Skip ourselves if our exec isn't wired up
	if (bExecPinConnected)
	{
		// Make sure our interface is valid
		if (FunctionReference.GetMemberParentClass(this) == NULL)
		{
			CompilerContext.MessageLog.Error(*FString::Printf(*LOCTEXT("MessageNodeInvalid_Error", "Message node @@ has an invalid interface.").ToString()), this);
			return;
		}

		UFunction* MessageNodeFunction = GetTargetFunction();
		if (MessageNodeFunction == NULL)
		{
			//@TODO: Why do this here in teh compiler, it's already done on AllocateDefaultPins() during on-load node reconstruction
			MessageNodeFunction = Cast<UFunction>(UK2Node::FindRemappedField(FunctionReference.GetMemberParentClass(this), FunctionReference.GetMemberName()));
		}

		if (MessageNodeFunction == NULL)
		{
			CompilerContext.MessageLog.Error(*FString::Printf(*LOCTEXT("MessageNodeInvalidFunction_Error", "Unable to find function with name %s for Message node @@.").ToString(), *(FunctionReference.GetMemberName().ToString())), this);
			return;
		}

		// Check to make sure we have a target
		UEdGraphPin* MessageSelfPin = Schema->FindSelfPin(*this, EGPD_Input);
		if( !MessageSelfPin || MessageSelfPin->LinkedTo.Num() == 0 )
		{
			CompilerContext.MessageLog.Error(*FString::Printf(*LOCTEXT("MessageNodeSelfPin_Error", "Message node @@ must have a valid target or reference to self.").ToString()), this);
			return;
		}

		// First, create an internal cast-to-interface node
		UK2Node_DynamicCast* CastToInterfaceNode = CompilerContext.SpawnIntermediateNode<UK2Node_DynamicCast>(this, SourceGraph);
		CastToInterfaceNode->TargetType = MessageNodeFunction->GetOuterUClass();
		CastToInterfaceNode->SetPurity(false);
		CastToInterfaceNode->AllocateDefaultPins();

		UEdGraphPin* CastToInterfaceResultPin = CastToInterfaceNode->GetCastResultPin();
		if( !CastToInterfaceResultPin )
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("InvalidInterfaceClass_Error", "Node @@ has an invalid target interface class").ToString(), this);
			return;
		}

		CastToInterfaceResultPin->PinType.PinSubCategoryObject = *CastToInterfaceNode->TargetType;

		if (ExecPin != nullptr)
		{
			UEdGraphPin* CastExecInput = CastToInterfaceNode->GetExecPin();
			check(CastExecInput != nullptr);

			// Wire up the connections
			CompilerContext.MovePinLinksToIntermediate(*ExecPin, *CastExecInput);
		}

		UEdGraphPin* CastToInterfaceSourceObjectPin = CastToInterfaceNode->GetCastSourcePin();
		CompilerContext.MovePinLinksToIntermediate(*MessageSelfPin, *CastToInterfaceSourceObjectPin);

		// Next, create the function call node
		UK2Node_CallFunction* FunctionCallNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		FunctionCallNode->bIsInterfaceCall = true;
		FunctionCallNode->FunctionReference = FunctionReference;
		FunctionCallNode->AllocateDefaultPins();

		UEdGraphPin* CastToInterfaceValidPin = CastToInterfaceNode->GetValidCastPin();
		check(CastToInterfaceValidPin != nullptr);

		UEdGraphPin* LastOutCastFaildPin   = CastToInterfaceNode->GetInvalidCastPin();
		check(LastOutCastFaildPin != nullptr);
		UEdGraphPin* LastOutCastSuccessPin = CastToInterfaceValidPin;
		// Wire up the connections
		if (UEdGraphPin* CallFunctionExecPin = Schema->FindExecutionPin(*FunctionCallNode, EGPD_Input))
		{
			CastToInterfaceValidPin->MakeLinkTo(CallFunctionExecPin);
			LastOutCastSuccessPin = Schema->FindExecutionPin(*FunctionCallNode, EGPD_Output);
		}
		
		// Self pin
		UEdGraphPin* FunctionCallSelfPin = Schema->FindSelfPin(*FunctionCallNode, EGPD_Input);
		CastToInterfaceResultPin->MakeLinkTo(FunctionCallSelfPin);

		UFunction* ArrayClearFunction = UKismetArrayLibrary::StaticClass()->FindFunctionByName(FName(TEXT("Array_Clear")));
		check(ArrayClearFunction);

		bool const bIsPureFunc = Super::IsNodePure();
		// Variable pins - Try to associate variable inputs to the message node with the variable inputs and outputs to the call function node
		for( int32 i = 0; i < Pins.Num(); i++ )
		{
			UEdGraphPin* CurrentPin = Pins[i];
//.........这里部分代码省略.........
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:101,代码来源:K2Node_Message.cpp


示例12: GetValuePin

void UK2Node_VariableGet::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	// Do not attempt to expand the node when not a pure get nor when there is no property. Normal compilation error detection will detect the missing property.
	if (!bIsPureGet && GetPropertyForVariable() != nullptr)
	{
		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
		UEdGraphPin* ValuePin = GetValuePin();

		// Impure Get nodes convert into three nodes:
		// 1. A pure Get node
		// 2. An IsValid node
		// 3. A Branch node (only impure part
		
		// Create the impure Get node
		UK2Node_VariableGet* VariableGetNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph);
		VariableGetNode->VariableReference = VariableReference;
		VariableGetNode->AllocateDefaultPins();
		CompilerContext.MessageLog.NotifyIntermediateObjectCreation(VariableGetNode, this);

		// Move pin links from Get node we are expanding, to the new pure one we've created
		CompilerContext.MovePinLinksToIntermediate(*ValuePin, *VariableGetNode->GetValuePin());
		if (!VariableReference.IsLocalScope())
		{
			CompilerContext.MovePinLinksToIntermediate(*FindPin(Schema->PN_Self), *VariableGetNode->FindPin(Schema->PN_Self));
		}

		// Create the IsValid node
		UK2Node_CallFunction* IsValidFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);

		// Based on if the type is an "Object" or a "Class" changes which function to use
		if (ValuePin->PinType.PinCategory == UObject::StaticClass()->GetName())
		{
			IsValidFunction->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetSystemLibrary, IsValid)));
		}
		else if (ValuePin->PinType.PinCategory == UClass::StaticClass()->GetName())
		{
			IsValidFunction->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetSystemLibrary, IsValidClass)));
		}
		IsValidFunction->AllocateDefaultPins();
		CompilerContext.MessageLog.NotifyIntermediateObjectCreation(IsValidFunction, this);

		// Connect the value pin from the new Get node to the IsValid
		UEdGraphPin* ObjectPin = IsValidFunction->Pins[1];
		check(ObjectPin->Direction == EGPD_Input);
		ObjectPin->MakeLinkTo(VariableGetNode->GetValuePin());

		// Create the Branch node
		UK2Node_IfThenElse* BranchNode = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(this, SourceGraph);
		BranchNode->AllocateDefaultPins();
		CompilerContext.MessageLog.NotifyIntermediateObjectCreation(BranchNode, this);

		// Connect the bool output pin from IsValid node to the Branch node
		UEdGraphPin* BoolPin = IsValidFunction->Pins[2];
		check(BoolPin->Direction == EGPD_Output);
		BoolPin->MakeLinkTo(BranchNode->GetConditionPin());

		// Connect the Branch node to the input of the impure Get node
		CompilerContext.MovePinLinksToIntermediate(*GetExecPin(), *BranchNode->GetExecPin());

		// Move the two Branch pins to the Branch node
		CompilerContext.MovePinLinksToIntermediate(*FindPin(Schema->PN_Then), *BranchNode->FindPin(Schema->PN_Then));
		CompilerContext.MovePinLinksToIntermediate(*FindPin(Schema->PN_Else), *BranchNode->FindPin(Schema->PN_Else));

		BreakAllNodeLinks();
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:68,代码来源:K2Node_VariableGet.cpp


示例13: GET_FUNCTION_NAME_CHECKED

void UK2Node_SpawnActor::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	if (CompilerContext.bIsFullCompile)
	{
		static FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginSpawningActorFromBlueprint);
		static FString BlueprintParamName = FString(TEXT("Blueprint"));
		static FString WorldContextParamName = FString(TEXT("WorldContextObject"));

		static FName FinishSpawningFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, FinishSpawningActor);
		static FString ActorParamName = FString(TEXT("Actor"));
		static FString TransformParamName = FString(TEXT("SpawnTransform"));
		static FString NoCollisionFailParamName = FString(TEXT("bNoCollisionFail"));

		static FString ObjectParamName = FString(TEXT("Object"));
		static FString ValueParamName = FString(TEXT("Value"));
		static FString PropertyNameParamName = FString(TEXT("PropertyName"));

		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

		UEdGraphPin* SpawnNodeExec = GetExecPin();
		UEdGraphPin* SpawnNodeTransform = GetSpawnTransformPin();
		UEdGraphPin* SpawnNodeNoCollisionFail = GetNoCollisionFailPin();
		UEdGraphPin* SpawnWorldContextPin = GetWorldContextPin();
		UEdGraphPin* SpawnBlueprintPin = GetBlueprintPin();
		UEdGraphPin* SpawnNodeThen = GetThenPin();
		UEdGraphPin* SpawnNodeResult = GetResultPin();

		UBlueprint* SpawnBlueprint = NULL;
		if(SpawnBlueprintPin != NULL)
		{
			SpawnBlueprint = Cast<UBlueprint>(SpawnBlueprintPin->DefaultObject);
		}

		if(0 == SpawnBlueprintPin->LinkedTo.Num())	
		{
			if(NULL == SpawnBlueprint)
			{
				CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingBlueprint_Error", "Spawn node @@ must have a blueprint specified.").ToString(), this);
				// 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
				BreakAllNodeLinks();
				return;
			}

			// check if default blueprint is based on Actor
			const UClass* GeneratedClass = SpawnBlueprint->GeneratedClass;
			bool bInvalidBase = GeneratedClass && !GeneratedClass->IsChildOf(AActor::StaticClass());

			const UClass* SkeletonGeneratedClass = Cast<UClass>(SpawnBlueprint->SkeletonGeneratedClass);
			bInvalidBase |= SkeletonGeneratedClass && !SkeletonGeneratedClass->IsChildOf(AActor::StaticClass());

			if(bInvalidBase)
			{
				CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeInvalidBlueprint_Error", "Spawn node @@ must have a blueprint based on Actor specified.").ToString(), this);
				// 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
				BreakAllNodeLinks();
				return;
			}
		}

		//////////////////////////////////////////////////////////////////////////
		// create 'begin spawn' call node
		UK2Node_CallFunction* CallBeginSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		CallBeginSpawnNode->FunctionReference.SetExternalMember(BeginSpawningBlueprintFuncName, UGameplayStatics::StaticClass());
		CallBeginSpawnNode->AllocateDefaultPins();

		UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
		UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName);
		UEdGraphPin* CallBeginBlueprintPin = CallBeginSpawnNode->FindPinChecked(BlueprintParamName);
		UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
		UEdGraphPin* CallBeginNoCollisionFail = CallBeginSpawnNode->FindPinChecked(NoCollisionFailParamName);
		UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin();

		// Move 'exec' connection from spawn node to 'begin spawn'
		CompilerContext.MovePinLinksToIntermediate(*SpawnNodeExec, *CallBeginExec);

		if(SpawnBlueprintPin->LinkedTo.Num() > 0)
		{
			// Copy the 'blueprint' connection from the spawn node to 'begin spawn'
			CompilerContext.MovePinLinksToIntermediate(*SpawnBlueprintPin, *CallBeginBlueprintPin);
		}
		else
		{
			// Copy blueprint literal onto begin spawn call 
			CallBeginBlueprintPin->DefaultObject = SpawnBlueprint;
		}

		// Copy the world context connection from the spawn node to 'begin spawn' if necessary
		if (SpawnWorldContextPin)
		{
			CompilerContext.MovePinLinksToIntermediate(*SpawnWorldContextPin, *CallBeginWorldContextPin);
		}

		// Copy the 'transform' connection from the spawn node to 'begin spawn'
		CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform);
		
		// Copy the 'bNoCollisionFail' connection from the spawn node to 'begin spawn'
		CompilerContext.MovePinLinksToIntermediate(*SpawnNodeNoCollisionFail, *CallBeginNoCollisionFail);

//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,代码来源:K2Node_SpawnActor.cpp


示例14: BuildLoop

	bool BuildLoop(UK2Node* Node, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
	{
		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
		check(Node && SourceGraph && Schema);

		bool bResult = true;

		// Create int Loop Counter
		UK2Node_TemporaryVariable* LoopCounterNode = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(Node, SourceGraph);
		LoopCounterNode->VariableType.PinCategory = Schema->PC_Int;
		LoopCounterNode->AllocateDefaultPins();
		LoopCounterOutPin = LoopCounterNode->GetVariablePin();
		check(LoopCounterOutPin);

		// Initialize loop counter
		UK2Node_AssignmentStatement* LoopCounterInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph);
		LoopCounterInitialize->AllocateDefaultPins();
		LoopCounterInitialize->GetValuePin()->DefaultValue = TEXT("0");
		bResult &= Schema->TryCreateConnection(LoopCounterOutPin, LoopCounterInitialize->GetVariablePin());
		StartLoopExecInPin = LoopCounterInitialize->GetExecPin();
		check(StartLoopExecInPin);

		// Create int Array Index
		UK2Node_TemporaryVariable* ArrayIndexNode = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(Node, SourceGraph);
		ArrayIndexNode->VariableType.PinCategory = Schema->PC_Int;
		ArrayIndexNode->AllocateDefaultPins();
		ArrayIndexOutPin = ArrayIndexNode->GetVariablePin();
		check(ArrayIndexOutPin);

		// Initialize array index
		UK2Node_AssignmentStatement* ArrayIndexInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph);
		ArrayIndexInitialize->AllocateDefaultPins();
		ArrayIndexInitialize->GetValuePin()->DefaultValue = TEXT("0");
		bResult &= Schema->TryCreateConnection(ArrayIndexOutPin, ArrayIndexInitialize->GetVariablePin());
		bResult &= Schema->TryCreateConnection(LoopCounterInitialize->GetThenPin(), ArrayIndexInitialize->GetExecPin());

		// Do loop branch
		UK2Node_IfThenElse* Branch = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(Node, SourceGraph);
		Branch->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(ArrayIndexInitialize->GetThenPin(), Branch->GetExecPin());
		LoopCompleteOutExecPin = Branch->GetElsePin();
		check(LoopCompleteOutExecPin);

		// Do loop condition
		UK2Node_CallFunction* Condition = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(Node, SourceGraph); 
		Condition->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Less_IntInt")));
		Condition->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(Condition->GetReturnValuePin(), Branch->GetConditionPin());
		bResult &= Schema->TryCreateConnection(Condition->FindPinChecked(TEXT("A")), LoopCounterOutPin);
		LoopCounterLimitInPin = Condition->FindPinChecked(TEXT("B"));
		check(LoopCounterLimitInPin);

		// Array Index assigned
		UK2Node_AssignmentStatement* ArrayIndexAssign = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph);
		ArrayIndexAssign->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(Branch->GetThenPin(), ArrayIndexAssign->GetExecPin());
		bResult &= Schema->TryCreateConnection(ArrayIndexAssign->GetVariablePin(), ArrayIndexOutPin);
		bResult &= Schema->TryCreateConnection(ArrayIndexAssign->GetValuePin(), LoopCounterOutPin);

		// body sequence
		UK2Node_ExecutionSequence* Sequence = CompilerContext.SpawnIntermediateNode<UK2Node_ExecutionSequence>(Node, SourceGraph);
		Sequence->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(ArrayIndexAssign->GetThenPin(), Sequence->GetExecPin());
		InsideLoopExecOutPin = Sequence->GetThenPinGivenIndex(0);
		check(InsideLoopExecOutPin);

		// Loop Counter increment
		UK2Node_CallFunction* Increment = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(Node, SourceGraph); 
		Increment->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(TEXT("Add_IntInt")));
		Increment->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(Increment->FindPinChecked(TEXT("A")), LoopCounterOutPin);
		Increment->FindPinChecked(TEXT("B"))->DefaultValue = TEXT("1");

		// Loop Counter assigned
		UK2Node_AssignmentStatement* LoopCounterAssign = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(Node, SourceGraph);
		LoopCounterAssign->AllocateDefaultPins();
		bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetExecPin(), Sequence->GetThenPinGivenIndex(1));
		bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetVariablePin(), LoopCounterOutPin);
		bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetValuePin(), Increment->GetReturnValuePin());
		bResult &= Schema->TryCreateConnection(LoopCounterAssign->GetThenPin(), Branch->GetExecPin());

		return bResult;
	}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:83,代码来源:K2Node_ForEachElementInEnum.cpp


示例15: GetExecPin

void UK2Node_LiveEditObject::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	UEdGraphPin *SourceExecPin = GetExecPin();
	UEdGraphPin *SourceThenPin = GetThenPin();
	UEdGraphPin *SourceBlueprintPin = GetBlueprintPin();
	UEdGraphPin *SourceBaseClassPin = GetBaseClassPin();
	UEdGraphPin *SourceDescriptionPin = GetDescriptionPin();
	UEdGraphPin *SourcePermittedBindingsPin = GetPermittedBindingsPin();
	UEdGraphPin *SourceOnMidiInputPin = GetOnMidiInputPin();

	UEdGraphPin *SourceVariablePin = GetVariablePin();
	if(NULL == SourceVariablePin)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeMissingBlueprint_Error", "LiveEdit node @@ must have a blueprint specified and a variable selected to tune.").ToString(), this);
		// 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
		BreakAllNodeLinks();
		return;
	}

	UClass* SpawnClass = GetClassToSpawn();
	if(NULL == SpawnClass)
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeMissingBaseClass_Error", "LiveEdit node @@ must have a Base Class specified.").ToString(), this);
		// 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
		BreakAllNodeLinks();
		return;
	}

	if ( SourcePermittedBindingsPin->LinkedTo.Num() == 0 )
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeMissingBinding_Error", "LiveEdit node @@ must specify Permitted Bindings.").ToString(), this);
		// 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
		BreakAllNodeLinks();
		return;
	}

	//sanity check the VariablePin value
	{
		UProperty *Property = UK2Node_LiveEditObjectStatics::GetPropertyByName( SpawnClass, *SourceVariablePin->DefaultValue );
		if ( Property == NULL || !Property->IsA(UNumericProperty::StaticClass()) )
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("LiveEditObjectNodeInvalidVariable_Error", "LiveEdit node @@ must have a valid variable selected.").ToString(), this);
			// 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
			BreakAllNodeLinks();
			return;
		}
	}

	//hooks to pins that are generated after a BaseClass is set
	UEdGraphPin *DeltaMultPin = GetDeltaMultPin();
	UEdGraphPin *ShouldClampPin = GetShouldClampPin();
	UEdGraphPin *ClampMinPin = GetClampMinPin();
	UEdGraphPin *ClampMaxPin = GetClampMaxPin();

	UK2Node_Self *SelfNode  = CompilerContext.SpawnIntermediateNode<UK2Node_Self>(this,SourceGraph);
	SelfNode->AllocateDefaultPins();
	UEdGraphPin *SelfNodeThenPin = SelfNode->FindPinChecked(Schema->PN_Self);

	FString EventNameGuid = GetEventName();
		
	//Create the registration part of the LiveEditor binding process
	{
		UK2Node_CallFunction *RegisterForMIDINode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);
		RegisterForMIDINode->FunctionReference.SetExternalMember( TEXT("RegisterForLiveEditEvent"), ULiveEditorKismetLibrary::StaticClass() );
		RegisterForMIDINode->AllocateDefaultPins();

		UEdGraphPin *ExecPin = RegisterForMIDINode->GetExecPin();
		CompilerContext.MovePinLinksToIntermediate(*SourceExecPin, *ExecPin);

		UEdGraphPin *ThenPin = Registe 

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