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C++ UEdGraphNode::PostPlacedNewNode方法代码示例

本文整理汇总了C++中UEdGraphNode::PostPlacedNewNode方法的典型用法代码示例。如果您正苦于以下问题:C++ UEdGraphNode::PostPlacedNewNode方法的具体用法?C++ UEdGraphNode::PostPlacedNewNode怎么用?C++ UEdGraphNode::PostPlacedNewNode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::PostPlacedNewNode方法的2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:

UEdGraphNode* FEdGraphSchemaAction_K2NewNode::CreateNode(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, class UK2Node* NodeTemplate, bool bSelectNewNode/* = true*/)
{
	// Smart pointer that handles fixup after potential node reconstruction
	FWeakGraphPinPtr FromPinPtr = FromPin;

	// Duplicate template node to create new node
	UEdGraphNode* ResultNode = DuplicateObject<UK2Node>(NodeTemplate, ParentGraph);
	ResultNode->SetFlags(RF_Transactional);

	ParentGraph->AddNode(ResultNode, true, bSelectNewNode);

	ResultNode->CreateNewGuid();
	ResultNode->PostPlacedNewNode();
	ResultNode->AllocateDefaultPins();

	// For input pins, new node will generally overlap node being dragged off
	// Work out if we want to visually push away from connected node
	int32 XLocation = Location.X;
	if (FromPinPtr.IsValid() && FromPinPtr->Direction == EGPD_Input)
	{
		UEdGraphNode* PinNode = FromPinPtr->GetOwningNode();
		const float XDelta = FMath::Abs(PinNode->NodePosX - Location.X);

		if (XDelta < NodeDistance)
		{
			// Set location to edge of current node minus the max move distance
			// to force node to push off from connect node enough to give selection handle
			XLocation = PinNode->NodePosX - NodeDistance;
		}
	}
	ResultNode->NodePosX = XLocation;
	ResultNode->NodePosY = Location.Y;
	ResultNode->SnapToGrid(SNAP_GRID);

	// make sure to auto-wire after we position the new node (in case the 
	// auto-wire creates a conversion node to put between them)
	ResultNode->AutowireNewNode(FromPinPtr);

	// Update Analytics for the new nodes
	FBlueprintEditorUtils::AnalyticsTrackNewNode( ResultNode );
	// NOTE: At this point the node may have been reconstructed, depending on node type!

	return ResultNode;
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:44,代码来源:EdGraphSchema_K2_Actions.cpp

示例2: CreateNode

UEdGraphNode* FEdGraphSchemaAction_NewNode::CreateNode(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, class UEdGraphNode* NodeTemplate)
{
	// Duplicate template node to create new node
	UEdGraphNode* ResultNode = NULL;

#if WITH_EDITOR
	ResultNode = DuplicateObject<UEdGraphNode>(NodeTemplate, ParentGraph);
	ResultNode->SetFlags(RF_Transactional);

	ParentGraph->AddNode(ResultNode, true);

	ResultNode->CreateNewGuid();
	ResultNode->PostPlacedNewNode();
	ResultNode->AllocateDefaultPins();
	ResultNode->AutowireNewNode(FromPin);

	// For input pins, new node will generally overlap node being dragged off
	// Work out if we want to visually push away from connected node
	int32 XLocation = Location.X;
	if (FromPin && FromPin->Direction == EGPD_Input)
	{
		UEdGraphNode* PinNode = FromPin->GetOwningNode();
		const float XDelta = FMath::Abs(PinNode->NodePosX - Location.X);

		if (XDelta < NodeDistance)
		{
			// Set location to edge of current node minus the max move distance
			// to force node to push off from connect node enough to give selection handle
			XLocation = PinNode->NodePosX - NodeDistance;
		}
	}

	ResultNode->NodePosX = XLocation;
	ResultNode->NodePosY = Location.Y;
	ResultNode->SnapToGrid(SNAP_GRID);
#endif // WITH_EDITOR

	return ResultNode;
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:39,代码来源:EdGraphSchema.cpp


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