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C++ UK2Node_CallFunction::FindPin方法代码示例

本文整理汇总了C++中UK2Node_CallFunction::FindPin方法的典型用法代码示例。如果您正苦于以下问题:C++ UK2Node_CallFunction::FindPin方法的具体用法?C++ UK2Node_CallFunction::FindPin怎么用?C++ UK2Node_CallFunction::FindPin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UK2Node_CallFunction的用法示例。


在下文中一共展示了UK2Node_CallFunction::FindPin方法的6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: 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2: GetTargetFunction


//.........这里部分代码省略.........
		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];
			if( CurrentPin && (CurrentPin->PinType.PinCategory != Schema->PC_Exec) && (CurrentPin->PinName != Schema->PN_Self) )
			{
				// Try to find a match for the pin on the function call node
				UEdGraphPin* FunctionCallPin = FunctionCallNode->FindPin(CurrentPin->PinName);
				if( FunctionCallPin )
				{
					// Move pin links if the pin is connected...
					CompilerContext.MovePinLinksToIntermediate(*CurrentPin, *FunctionCallPin);

					// when cast fails all return values must be cleared.
					if (EEdGraphPinDirection::EGPD_Output == CurrentPin->Direction)
					{
						UEdGraphPin* VarOutPin = FunctionCallPin;
						if (bIsPureFunc)
						{
							// since we cannot directly use the output from the
							// function call node (since it is pure, and invoking
							// it with a null target would cause an error), we 
							// have to use a temporary variable in it's place...
							UK2Node_TemporaryVariable* TempVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
							TempVar->VariableType = CurrentPin->PinType;
							TempVar->AllocateDefaultPins();

							VarOutPin = TempVar->GetVariablePin();
							// nodes using the function's outputs directly, now
							// use this TempVar node instead
							CompilerContext.MovePinLinksToIntermediate(*FunctionCallPin, *VarOutPin);

							// on a successful cast, the temp var is filled with
							// the function's value, on a failed cast, the var 
							// is filled with a default value (DefaultValueNode, 
							// below)... this is the node for the success case:
							UK2Node_AssignmentStatement* AssignTempVar = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
							AssignTempVar->AllocateDefaultPins();
							
							// assign the output from the pure function node to
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:67,代码来源:K2Node_Message.cpp

示例3: GenerateFunctionRPN

FBlueprintCompiledStatement* FKCHandler_MathExpression::GenerateFunctionRPN(UEdGraphNode* CurrentNode, FKismetFunctionContext& Context, UK2Node_MathExpression& MENode, FBPTerminal* ResultTerm, TMap<UEdGraphPin*, UEdGraphPin*>& InnerToOuterInput)
{
	UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(CurrentNode);
	UFunction* Function = CallFunctionNode ? CallFunctionNode->GetTargetFunction() : nullptr;
	if (!CanBeCalledByMathExpression(Function))
	{
		CompilerContext.MessageLog.Error(*FString::Printf(*LOCTEXT("WrongFunction_Error", "Function '%s' cannot be called inside Math Expression @@ - @@").ToString(), *GetNameSafe(Function)), CallFunctionNode, &MENode);
		return nullptr;
	}

	FBlueprintCompiledStatement* NewDetachedStatement = new FBlueprintCompiledStatement();
	FBlueprintCompiledStatement& Statement = *NewDetachedStatement;
	Statement.FunctionToCall = Function;
	Statement.FunctionContext = nullptr;
	Statement.Type = KCST_CallFunction;
	Statement.LHS = ResultTerm; // required only for the first node

	check(CallFunctionNode);

	TArray<FBPTerminal*> RHSTerms;
	for (TFieldIterator<UProperty> It(Function); It && (It->PropertyFlags & CPF_Parm); ++It)
	{
		UProperty* Property = *It;
		if (Property && !Property->HasAnyPropertyFlags(CPF_ReturnParm | CPF_OutParm))
		{
			UEdGraphPin* PinToTry = nullptr;
			{
				UEdGraphPin* PinMatch = CallFunctionNode->FindPin(Property->GetName());
				const bool bGoodPin = PinMatch && FKismetCompilerUtilities::IsTypeCompatibleWithProperty(PinMatch, Property, CompilerContext.MessageLog, CompilerContext.GetSchema(), Context.NewClass);
				PinToTry = bGoodPin ? FEdGraphUtilities::GetNetFromPin(PinMatch) : nullptr;
			}

			FBPTerminal* RHSTerm = nullptr;
			{
				UEdGraphPin** OuterInputPtr = PinToTry ? InnerToOuterInput.Find(PinToTry) : nullptr;
				UEdGraphPin* OuterInputNet = (OuterInputPtr && *OuterInputPtr) ? FEdGraphUtilities::GetNetFromPin(*OuterInputPtr) : nullptr;
				FBPTerminal** OuterTerm = OuterInputNet ? Context.NetMap.Find(OuterInputNet) : nullptr;
				// Input is an outer term
				if (OuterTerm && *OuterTerm)
				{
					RHSTerm = *OuterTerm;
				}
			}

			if (!RHSTerm)
			{
				FBPTerminal** Term = PinToTry ? Context.NetMap.Find(PinToTry) : nullptr;
				const bool bValidTerm = Term && *Term;
				// Input is a literal term
				// Input is a variable
				if (bValidTerm && ((*Term)->bIsLiteral || (*Term)->AssociatedVarProperty))
				{
					RHSTerm = *Term;
				}
				// Input is an InlineGeneratedParameter
				else if (bValidTerm)
				{
					ensure(!(*Term)->InlineGeneratedParameter);
					UEdGraphNode* SourceNode = PinToTry ? PinToTry->GetOwningNodeUnchecked() : nullptr;
					FBlueprintCompiledStatement* InlineGeneratedParameterStatement = GenerateFunctionRPN(SourceNode, Context, MENode, nullptr, InnerToOuterInput);
					if (InlineGeneratedParameterStatement)
					{
						Context.AllGeneratedStatements.Add(InlineGeneratedParameterStatement);
						RHSTerm = *Term;
						RHSTerm->InlineGeneratedParameter = InlineGeneratedParameterStatement;
					}
				}
			}

			if (RHSTerm)
			{
				RHSTerms.Add(RHSTerm);
			}
			else
			{
				CompilerContext.MessageLog.Error(*FString::Printf(*LOCTEXT("FindPinParameter_Error", "Could not find a pin for the parameter %s of %s on @@").ToString(), *GetNameSafe(Property), *GetNameSafe(Function)), CallFunctionNode);
			}
		}
	}
	Statement.RHS = RHSTerms;
	return &Statement;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:82,代码来源:MathExpressionHandler.cpp

示例4: 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5: FindArgumentPin

void UK2Node_FormatText::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	/**
		At the end of this, the UK2Node_FormatText will not be a part of the Blueprint, it merely handles connecting
		the other nodes into the Blueprint.
	*/

	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	// Create a "Make Array" node to compile the list of arguments into an array for the Format function being called
	UK2Node_MakeArray* MakeArrayNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph); //SourceGraph->CreateBlankNode<UK2Node_MakeArray>();
	MakeArrayNode->AllocateDefaultPins();
	CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeArrayNode, this);

	UEdGraphPin* ArrayOut = MakeArrayNode->GetOutputPin();

	// This is the node that does all the Format work.
	UK2Node_CallFunction* CallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
	CallFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Format)));
	CallFunction->AllocateDefaultPins();
	CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFunction, this);

	// Connect the output of the "Make Array" pin to the function's "InArgs" pin
	ArrayOut->MakeLinkTo(CallFunction->FindPin(TEXT("InArgs")));

	// This will set the "Make Array" node's type, only works if one pin is connected.
	MakeArrayNode->PinConnectionListChanged(ArrayOut);

	// For each argument, we will need to add in a "Make Struct" node.
	for(int32 ArgIdx = 0; ArgIdx < PinNames.Num(); ++ArgIdx)
	{
		UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[ArgIdx]);

		// Spawn a "Make Struct" node to create the struct needed for formatting the text.
		UK2Node_MakeStruct* PinMakeStruct = CompilerContext.SpawnIntermediateNode<UK2Node_MakeStruct>(this, SourceGraph);
		PinMakeStruct->StructType = FFormatTextArgument::StaticStruct();
		PinMakeStruct->AllocateDefaultPins();

		// Set the struct's "ArgumentName" pin literal to be the argument pin's name.
		PinMakeStruct->GetSchema()->TrySetDefaultText(*PinMakeStruct->FindPin("ArgumentName"), FText::AsCultureInvariant(ArgumentPin->PinName));

		// Move the connection of the argument pin to the struct's "TextValue" pin, this will move the literal value if present.
		CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *PinMakeStruct->FindPin("TextValue"));

		// The "Make Array" node already has one pin available, so don't create one for ArgIdx == 0
		if(ArgIdx > 0)
		{
			MakeArrayNode->AddInputPin();
		}

		// Find the input pin on the "Make Array" node by index.
		FString PinName = FString::Printf(TEXT("[%d]"), ArgIdx);
		UEdGraphPin* InputPin = MakeArrayNode->FindPin(PinName);

		// Find the output for the pin's "Make Struct" node and link it to the corresponding pin on the "Make Array" node.
		FindOutputStructPinChecked(PinMakeStruct)->MakeLinkTo(InputPin);

	}

	// Move connection of FormatText's "Result" pin to the call function's return value pin.
	CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Result")), *CallFunction->GetReturnValuePin());
	// Move connection of FormatText's "Format" pin to the call function's "InPattern" pin
	CompilerContext.MovePinLinksToIntermediate(*GetFormatPin(), *CallFunction->FindPin(TEXT("InPattern")));

	BreakAllNodeLinks();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:68,代码来源:K2Node_FormatText.cpp

示例6: GetTargetFunction

void UK2Node_CallFunctionOnMember::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	// This skips UK2Node_CallFunction::ExpandNode.  Instead it spawns a new CallFunction node and does hookup that this is interested in,
	// and then that CallFunction node will get its own Expansion to handle the parent portions
	UK2Node::ExpandNode(CompilerContext, SourceGraph);

	if (CompilerContext.bIsFullCompile)
	{
		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
		UFunction* Function = GetTargetFunction();

		// Create real 'call function' node.
		UK2Node_CallFunction* CallFuncNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
		CallFuncNode->SetFromFunction(Function);
		CallFuncNode->AllocateDefaultPins();
		UEdGraphPin* CallFuncSelfPin = Schema->FindSelfPin(*CallFuncNode, EGPD_Input);

		// Now because you can wire multiple variables to a self pin, need to iterate over each one and create a 'get var' node for each
		UEdGraphPin* SelfPin = Schema->FindSelfPin(*this, EGPD_Input);
		if(SelfPin != NULL)
		{
			if (SelfPin->LinkedTo.Num() == 0)
			{
				UK2Node_VariableGet* GetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph);
				GetVarNode->VariableReference.SetSelfMember(MemberVariableToCallOn.GetMemberName());
				GetVarNode->AllocateDefaultPins();

				if (UEdGraphPin* ValuePin = GetVarNode->GetValuePin())
				{
					ValuePin->MakeLinkTo(CallFuncSelfPin);
				}
			}
			else
			{
				for (int32 TargetIdx = 0; TargetIdx < SelfPin->LinkedTo.Num(); TargetIdx++)
				{
					UEdGraphPin* SourcePin = SelfPin->LinkedTo[TargetIdx];
					if (SourcePin != NULL)
					{
						// Create 'get var' node to get the member
						UK2Node_VariableGet* GetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph);
						GetVarNode->VariableReference = MemberVariableToCallOn;
						GetVarNode->AllocateDefaultPins();

						UEdGraphPin* VarNodeSelfPin = Schema->FindSelfPin(*GetVarNode, EGPD_Input);
						if (VarNodeSelfPin != NULL)
						{
							VarNodeSelfPin->MakeLinkTo(SourcePin);

							UEdGraphPin* ValuePin = GetVarNode->GetValuePin();
							ValuePin->MakeLinkTo(CallFuncSelfPin);
						}
						else
						{
							// Failed to find the member to call on for this expansion, so warn about it
							CompilerContext.MessageLog.Warning(*LOCTEXT("CallFunctionOnInvalidMember_Warning", "Function node @@ called on invalid target member.").ToString(), this);
						}
					}
				}
			}			
		}

		// Now move the rest of the connections (including exec connections...)
		for(int32 SrcPinIdx=0; SrcPinIdx<Pins.Num(); SrcPinIdx++)
		{
			UEdGraphPin* SrcPin = Pins[SrcPinIdx];
			if(SrcPin != NULL && SrcPin != SelfPin) // check its not the self pin
			{
				UEdGraphPin* DestPin = CallFuncNode->FindPin(SrcPin->PinName);
				if(DestPin != NULL)
				{
					CompilerContext.MovePinLinksToIntermediate(*SrcPin, *DestPin); // Source node is assumed to be owner...
				}
			}
		}

		// Finally, break any remaining links on the 'call func on member' node
		BreakAllNodeLinks();
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:80,代码来源:K2Node_CallFunctionOnMember.cpp


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