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C++ UEdGraphNode::GetGraph方法代码示例

本文整理汇总了C++中UEdGraphNode::GetGraph方法的典型用法代码示例。如果您正苦于以下问题:C++ UEdGraphNode::GetGraph方法的具体用法?C++ UEdGraphNode::GetGraph怎么用?C++ UEdGraphNode::GetGraph使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UEdGraphNode的用法示例。


在下文中一共展示了UEdGraphNode::GetGraph方法的5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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: PostProcessPastedNodes

// Reconcile other pin links:
//   - Links between nodes within the copied set are fine
//   - Links to nodes that were not copied need to be fixed up if the copy-paste was in the same graph or broken completely
// Call PostPasteNode on each node
void FEdGraphUtilities::PostProcessPastedNodes(TSet<UEdGraphNode*>& SpawnedNodes)
{
	// Run thru and fix up the node's pin links; they may point to invalid pins if the paste was to another graph
	for (TSet<UEdGraphNode*>::TIterator It(SpawnedNodes); It; ++It)
	{
		UEdGraphNode* Node = *It;
		UEdGraph* CurrentGraph = Node->GetGraph();

		for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
		{
			UEdGraphPin* ThisPin = Node->Pins[PinIndex];

			for (int32 LinkIndex = 0; LinkIndex < ThisPin->LinkedTo.Num(); )
			{
				UEdGraphPin* OtherPin = ThisPin->LinkedTo[LinkIndex];

				if (OtherPin == NULL)
				{
					// Totally bogus link
					ThisPin->LinkedTo.RemoveAtSwap(LinkIndex);
				}
				else if (!SpawnedNodes.Contains(OtherPin->GetOwningNode()))
				{
					// It's a link across the selection set, so it should be broken
					OtherPin->LinkedTo.RemoveSwap(ThisPin);
					ThisPin->LinkedTo.RemoveAtSwap(LinkIndex);
				}
				else if (!OtherPin->LinkedTo.Contains(ThisPin))
				{
					// The link needs to be reciprocal
					check(OtherPin->GetOwningNode()->GetGraph() == CurrentGraph);
					OtherPin->LinkedTo.Add(ThisPin);
					++LinkIndex;
				}
				else
				{
					// Everything seems fine but sanity check the graph
					check(OtherPin->GetOwningNode()->GetGraph() == CurrentGraph);
					++LinkIndex;
				}
			}
		}
	}

	// Give every node a chance to deep copy associated resources, etc...
	for (TSet<UEdGraphNode*>::TIterator It(SpawnedNodes); It; ++It)
	{
		UEdGraphNode* Node = *It;

		Node->PostPasteNode();
		Node->ReconstructNode();

		// Ensure we have RF_Transactional set on all pasted nodes, as its not copied in the T3D format
		Node->SetFlags(RF_Transactional);
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:60,代码来源:EdGraphUtilities.cpp

示例2: BreakNodeLinks

void UMaterialGraphSchema::BreakNodeLinks(UEdGraphNode& TargetNode) const
{
	bool bHasLinksToBreak = false;
	for (auto PinIt = TargetNode.Pins.CreateConstIterator(); PinIt; ++PinIt)
	{
		UEdGraphPin* Pin = *PinIt;
		for (auto LinkIt = Pin->LinkedTo.CreateConstIterator(); LinkIt; ++LinkIt)
		{
			if (*LinkIt)
			{
				bHasLinksToBreak = true;
			}
		}
	}

	Super::BreakNodeLinks(TargetNode);

	if (bHasLinksToBreak)
	{
		FMaterialEditorUtilities::UpdateMaterialAfterGraphChange(TargetNode.GetGraph());
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:22,代码来源:MaterialGraphSchema.cpp

示例3: HoverTargetChanged

void FKismetVariableDragDropAction::HoverTargetChanged()
{
	UProperty* VariableProperty = GetVariableProperty();
	if (VariableProperty == nullptr)
	{
		return;
	}

	FString VariableString = VariableName.ToString();

	// Icon/text to draw on tooltip
	FSlateColor IconColor = FLinearColor::White;
	const FSlateBrush* StatusSymbol = FEditorStyle::GetBrush(TEXT("Graph.ConnectorFeedback.Error"));
	FText Message = LOCTEXT("InvalidDropTarget", "Invalid drop target!");

	UEdGraphPin* PinUnderCursor = GetHoveredPin();

	bool bCanMakeSetter = true;
	bool bBadSchema = false;
	bool bBadGraph = false;
	UEdGraph* HoveredGraph = GetHoveredGraph();
	if (HoveredGraph)
	{
		if (Cast<const UEdGraphSchema_K2>(HoveredGraph->GetSchema()) == NULL)
		{
			bBadSchema = true;
		}
		else if(!CanVariableBeDropped(VariableProperty, *HoveredGraph))
		{
			bBadGraph = true;
		}

		UStruct* Outer = CastChecked<UStruct>(VariableProperty->GetOuter());

		FNodeConstructionParams NewNodeParams;
		NewNodeParams.VariableName = VariableName;
		const UBlueprint* DropOnBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(HoveredGraph);
		NewNodeParams.Graph = HoveredGraph;
		NewNodeParams.VariableSource = Outer;
		
		bCanMakeSetter = CanExecuteMakeSetter(NewNodeParams, VariableProperty);
	}

	UEdGraphNode* VarNodeUnderCursor = Cast<UK2Node_Variable>(GetHoveredNode());

	if (bBadSchema)
	{
		StatusSymbol = FEditorStyle::GetBrush(TEXT("Graph.ConnectorFeedback.Error"));
		Message = LOCTEXT("CannotCreateInThisSchema", "Cannot access variables in this type of graph");
	}
	else if(bBadGraph)
	{
		FFormatNamedArguments Args;
		Args.Add(TEXT("VariableName"), FText::FromString(VariableString));
		Args.Add(TEXT("Scope"), FText::FromString(HoveredGraph->GetName()));

		StatusSymbol = FEditorStyle::GetBrush(TEXT("Graph.ConnectorFeedback.Error"));

		if(IsFromBlueprint(FBlueprintEditorUtils::FindBlueprintForGraph(HoveredGraph)) && VariableProperty->GetOuter()->IsA(UFunction::StaticClass()))
		{
			Message = FText::Format( LOCTEXT("IncorrectGraphForLocalVariable_Error", "Cannot place local variable '{VariableName}' in external scope '{Scope}'"), Args);
		}
		else
		{
			Message = FText::Format( LOCTEXT("IncorrectGraphForVariable_Error", "Cannot place variable '{VariableName}' in external scope '{Scope}'"), Args);
		}
	}
	else if (PinUnderCursor != NULL)
	{
		FFormatNamedArguments Args;
		Args.Add(TEXT("PinUnderCursor"), FText::FromString(PinUnderCursor->PinName));
		Args.Add(TEXT("VariableName"), FText::FromString(VariableString));

		if(CanVariableBeDropped(VariableProperty, *PinUnderCursor->GetOwningNode()->GetGraph()))
		{
			const UEdGraphSchema_K2* Schema = CastChecked<const UEdGraphSchema_K2>(PinUnderCursor->GetSchema());

			const bool bIsRead = PinUnderCursor->Direction == EGPD_Input;
			const UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNode(PinUnderCursor->GetOwningNode());
			const bool bReadOnlyProperty = FBlueprintEditorUtils::IsPropertyReadOnlyInCurrentBlueprint(Blueprint, VariableProperty);
			const bool bCanWriteIfNeeded = bIsRead || !bReadOnlyProperty;

			FEdGraphPinType VariablePinType;
			Schema->ConvertPropertyToPinType(VariableProperty, VariablePinType);
			const bool bTypeMatch = Schema->ArePinTypesCompatible(VariablePinType, PinUnderCursor->PinType);

			Args.Add(TEXT("PinUnderCursor"), FText::FromString(PinUnderCursor->PinName));

			if (bTypeMatch && bCanWriteIfNeeded)
			{
				StatusSymbol = FEditorStyle::GetBrush(TEXT("Graph.ConnectorFeedback.OK"));

				if (bIsRead)
				{
					Message = FText::Format(LOCTEXT("MakeThisEqualThat_PinEqualVariableName", "Make {PinUnderCursor} = {VariableName}"), Args);
				}
				else
				{
					Message = FText::Format(LOCTEXT("MakeThisEqualThat_VariableNameEqualPin", "Make {VariableName} = {PinUnderCursor}"), Args);
				}
//.........这里部分代码省略.........
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:101,代码来源:BPVariableDragDropAction.cpp

示例4: BuildExecutionRoadmap

void FKismetConnectionDrawingPolicy::BuildExecutionRoadmap()
{
	LatestTimeDiscovered = 0.0;

	// Only do highlighting in PIE or SIE
	if (!CanBuildRoadmap())
	{
		return;
	}

	UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj);
	UObject* ActiveObject = TargetBP->GetObjectBeingDebugged();
	check(ActiveObject); // Due to CanBuildRoadmap

	// Redirect the target Blueprint when debugging with a macro graph visible
	if (TargetBP->BlueprintType == BPTYPE_MacroLibrary)
	{
		TargetBP = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy);
	}

	TArray<UEdGraphNode*> SequentialNodesInGraph;
	TArray<double> SequentialNodeTimes;

	{
		const TSimpleRingBuffer<FKismetTraceSample>& TraceStack = FKismetDebugUtilities::GetTraceStack();

		UBlueprintGeneratedClass* TargetClass = Cast<UBlueprintGeneratedClass>(TargetBP->GeneratedClass);
		FBlueprintDebugData& DebugData = TargetClass->GetDebugData();

		for (int32 i = 0; i < TraceStack.Num(); ++i)
		{
			const FKismetTraceSample& Sample = TraceStack(i);

			if (UObject* TestObject = Sample.Context.Get())
			{
				if (TestObject == ActiveObject)
				{
					if (UEdGraphNode* Node = DebugData.FindSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset, /*bAllowImpreciseHit=*/ false))
					{
						if (GraphObj == Node->GetGraph())
						{
							SequentialNodesInGraph.Add(Node);
							SequentialNodeTimes.Add(Sample.ObservationTime);
						}
						else
						{
							// If the top-level source node is a macro instance node
							UK2Node_MacroInstance* MacroInstanceNode = Cast<UK2Node_MacroInstance>(Node);
							if (MacroInstanceNode)
							{
								// Attempt to locate the macro source node through the code mapping
								UEdGraphNode* MacroSourceNode = DebugData.FindMacroSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset);
								if (MacroSourceNode)
								{
									// If the macro source node is located in the current graph context
									if (GraphObj == MacroSourceNode->GetGraph())
									{
										// Add it to the sequential node list
										SequentialNodesInGraph.Add(MacroSourceNode);
										SequentialNodeTimes.Add(Sample.ObservationTime);
									}
									else
									{
										// The macro source node isn't in the current graph context, but we might have a macro instance node that is
										// in the current graph context, so obtain the set of macro instance nodes that are mapped to the code here.
										TArray<UEdGraphNode*> MacroInstanceNodes;
										DebugData.FindMacroInstanceNodesFromCodeLocation(Sample.Function.Get(), Sample.Offset, MacroInstanceNodes);

										// For each macro instance node in the set
										for (auto MacroInstanceNodeIt = MacroInstanceNodes.CreateConstIterator(); MacroInstanceNodeIt; ++MacroInstanceNodeIt)
										{
											// If the macro instance node is located in the current graph context
											MacroInstanceNode = Cast<UK2Node_MacroInstance>(*MacroInstanceNodeIt);
											if (MacroInstanceNode && GraphObj == MacroInstanceNode->GetGraph())
											{
												// Add it to the sequential node list
												SequentialNodesInGraph.Add(MacroInstanceNode);
												SequentialNodeTimes.Add(Sample.ObservationTime);

												// Exit the loop; we're done
												break;
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}

	// Run thru and apply bonus time
	const float InvNumNodes = 1.0f / (float)SequentialNodeTimes.Num();
	for (int32 i = 0; i < SequentialNodesInGraph.Num(); ++i)
	{
		double& ObservationTime = SequentialNodeTimes[i];

		const float PositionRatio = (SequentialNodeTimes.Num() - i) * InvNumNodes;
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:ConnectionDrawingPolicy.cpp

示例5: BuildExecutionRoadmap

void FKismetConnectionDrawingPolicy::BuildExecutionRoadmap()
{
	LatestTimeDiscovered = 0.0;

	// Only do highlighting in PIE or SIE
	if (!CanBuildRoadmap())
	{
		return;
	}

	UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj);
	UObject* ActiveObject = TargetBP->GetObjectBeingDebugged();
	check(ActiveObject); // Due to CanBuildRoadmap

	// Redirect the target Blueprint when debugging with a macro graph visible
	if (TargetBP->BlueprintType == BPTYPE_MacroLibrary)
	{
		TargetBP = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy);
	}

	TArray<UEdGraphNode*> SequentialNodesInGraph;
	TArray<double> SequentialNodeTimes;
	TArray<UEdGraphPin*> SequentialExecPinsInGraph;

	{
		const TSimpleRingBuffer<FKismetTraceSample>& TraceStack = FKismetDebugUtilities::GetTraceStack();

		UBlueprintGeneratedClass* TargetClass = Cast<UBlueprintGeneratedClass>(TargetBP->GeneratedClass);
		FBlueprintDebugData& DebugData = TargetClass->GetDebugData();

		for (int32 i = 0; i < TraceStack.Num(); ++i)
		{
			const FKismetTraceSample& Sample = TraceStack(i);

			if (UObject* TestObject = Sample.Context.Get())
			{
				if (TestObject == ActiveObject)
				{
					UEdGraphPin* AssociatedPin = DebugData.FindExecPinFromCodeLocation(Sample.Function.Get(), Sample.Offset);

					if (UEdGraphNode* Node = DebugData.FindSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset, /*bAllowImpreciseHit=*/ false))
					{
						if (GraphObj == Node->GetGraph())
						{
							SequentialNodesInGraph.Add(Node);
							SequentialNodeTimes.Add(Sample.ObservationTime);
							SequentialExecPinsInGraph.Add(AssociatedPin);
						}
						else
						{
							// If the top-level source node is a macro instance node
							UK2Node_MacroInstance* MacroInstanceNode = Cast<UK2Node_MacroInstance>(Node);
							if (MacroInstanceNode)
							{
								// Attempt to locate the macro source node through the code mapping
								UEdGraphNode* MacroSourceNode = DebugData.FindMacroSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset);
								if (MacroSourceNode)
								{
									// If the macro source node is located in the current graph context
									if (GraphObj == MacroSourceNode->GetGraph())
									{
										// Add it to the sequential node list
										SequentialNodesInGraph.Add(MacroSourceNode);
										SequentialNodeTimes.Add(Sample.ObservationTime);
										SequentialExecPinsInGraph.Add(AssociatedPin);
									}
									else
									{
										// The macro source node isn't in the current graph context, but we might have a macro instance node that is
										// in the current graph context, so obtain the set of macro instance nodes that are mapped to the code here.
										TArray<UEdGraphNode*> MacroInstanceNodes;
										DebugData.FindMacroInstanceNodesFromCodeLocation(Sample.Function.Get(), Sample.Offset, MacroInstanceNodes);

										// For each macro instance node in the set
										for (auto MacroInstanceNodeIt = MacroInstanceNodes.CreateConstIterator(); MacroInstanceNodeIt; ++MacroInstanceNodeIt)
										{
											// If the macro instance node is located in the current graph context
											MacroInstanceNode = Cast<UK2Node_MacroInstance>(*MacroInstanceNodeIt);
											if (MacroInstanceNode && GraphObj == MacroInstanceNode->GetGraph())
											{
												// Add it to the sequential node list
												SequentialNodesInGraph.Add(MacroInstanceNode);
												SequentialNodeTimes.Add(Sample.ObservationTime);
												SequentialExecPinsInGraph.Add(AssociatedPin);

												// Exit the loop; we're done
												break;
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}

	// Run thru and apply bonus time
//.........这里部分代码省略.........
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:101,代码来源:BlueprintConnectionDrawingPolicy.cpp


注:本文中的UEdGraphNode::GetGraph方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。