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

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

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2: FString

bool UK2Node_LatentAbilityCall::ConnectSpawnProperties(UClass* ClassToSpawn, const UEdGraphSchema_K2* Schema, class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorReturnPin)
{
	bool bIsErrorFree = true;
	for (auto SpawnVarPin : SpawnParmPins)
	{
		const bool bHasDefaultValue = !SpawnVarPin->DefaultValue.IsEmpty() || !SpawnVarPin->DefaultTextValue.IsEmpty() || SpawnVarPin->DefaultObject;
		if (SpawnVarPin->LinkedTo.Num() > 0 || bHasDefaultValue)
		{
			if (SpawnVarPin->LinkedTo.Num() == 0)
			{
				UProperty* Property = FindField<UProperty>(ClassToSpawn, *SpawnVarPin->PinName);
				// NULL property indicates that this pin was part of the original node, not the 
				// class we're assigning to:
				if (!Property)
				{
					continue;
				}

				if (ClassToSpawn->ClassDefaultObject != nullptr)
				{
					// We don't want to generate an assignment node unless the default value 
					// differs from the value in the CDO:
					FString DefaultValueAsString;
					FBlueprintEditorUtils::PropertyValueToString(Property, (uint8*)ClassToSpawn->ClassDefaultObject, DefaultValueAsString);
					if (DefaultValueAsString == SpawnVarPin->DefaultValue)
					{
						continue;
					}
				}
			}


			UFunction* SetByNameFunction = Schema->FindSetVariableByNameFunction(SpawnVarPin->PinType);
			if (SetByNameFunction)
			{
				UK2Node_CallFunction* SetVarNode = NULL;
				if (SpawnVarPin->PinType.bIsArray)
				{
					SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallArrayFunction>(this, SourceGraph);
				}
				else
				{
					SetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
				}
				SetVarNode->SetFromFunction(SetByNameFunction);
				SetVarNode->AllocateDefaultPins();

				// Connect this node into the exec chain
				bIsErrorFree &= Schema->TryCreateConnection(LastThenPin, SetVarNode->GetExecPin());
				LastThenPin = SetVarNode->GetThenPin();

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

				// Connect the new actor to the 'object' pin
				UEdGraphPin* ObjectPin = SetVarNode->FindPinChecked(ObjectParamName);
				SpawnedActorReturnPin->MakeLinkTo(ObjectPin);

				// Fill in literal for 'property name' pin - name of pin is property name
				UEdGraphPin* PropertyNamePin = SetVarNode->FindPinChecked(PropertyNameParamName);
				PropertyNamePin->DefaultValue = SpawnVarPin->PinName;

				UEdGraphPin* ValuePin = SetVarNode->FindPinChecked(ValueParamName);
				if (SpawnVarPin->LinkedTo.Num() == 0 &&
					SpawnVarPin->DefaultValue != FString() &&
					SpawnVarPin->PinType.PinCategory == Schema->PC_Byte &&
					SpawnVarPin->PinType.PinSubCategoryObject.IsValid() &&
					SpawnVarPin->PinType.PinSubCategoryObject->IsA<UEnum>())
				{
					// Pin is an enum, we need to alias the enum value to an int:
					UK2Node_EnumLiteral* EnumLiteralNode = CompilerContext.SpawnIntermediateNode<UK2Node_EnumLiteral>(this, SourceGraph);
					EnumLiteralNode->Enum = CastChecked<UEnum>(SpawnVarPin->PinType.PinSubCategoryObject.Get());
					EnumLiteralNode->AllocateDefaultPins();
					EnumLiteralNode->FindPinChecked(Schema->PN_ReturnValue)->MakeLinkTo(ValuePin);

					UEdGraphPin* InPin = EnumLiteralNode->FindPinChecked(UK2Node_EnumLiteral::GetEnumInputPinName());
					InPin->DefaultValue = SpawnVarPin->DefaultValue;
				}
				else
				{
					// Move connection from the variable pin on the spawn node to the 'value' pin
					CompilerContext.MovePinLinksToIntermediate(*SpawnVarPin, *ValuePin);
					SetVarNode->PinConnectionListChanged(ValuePin);
				}
			}
		}
	}
	return bIsErrorFree;
}
开发者ID:johndpope,项目名称:UE4,代码行数:90,代码来源:K2Node_LatentAbilityCall.cpp

示例3: FString

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4: 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 = RegisterForMIDINode->GetThenPin();
		CompilerContext.MovePinLinksToIntermediate(*SourceThenPin, *ThenPin);

		UEdGraphPin *TargetPin = RegisterForMIDINode->FindPinChecked( FString(TEXT("Target")) );
		TargetPin->MakeLinkTo(SelfNodeThenPin);

		UEdGraphPin *EventNamePin = RegisterForMIDINode->FindPinChecked( FString(TEXT("EventName")) );
		EventNamePin->DefaultValue = EventNameGuid;
		
		UEdGraphPin *DescriptionPin = RegisterForMIDINode->FindPinChecked( FString(TEXT("Description")) );
		CompilerContext.CopyPinLinksToIntermediate( *SourceDescriptionPin, *DescriptionPin);

		UEdGraphPin *PermittedBindingsPin = RegisterForMIDINode->FindPinChecked( FString(TEXT("PermittedBindings")) );
		CompilerContext.CopyPinLinksToIntermediate( *SourcePermittedBindingsPin, *PermittedBindingsPin);
	}

	//Create the event handling part of the LiveEditor binding process
	{
		//
		//the event itself
		//
		UFunction *EventMIDISignature = GetEventMIDISignature();
		UK2Node_Event* EventNode = CompilerContext.SpawnIntermediateNode<UK2Node_Event>(this, SourceGraph);
		check(EventNode);
		EventNode->EventSignatureClass = Cast<UClass>(EventMIDISignature->GetOuter());
		EventNode->EventSignatureName = EventMIDISignature->GetFName();
		EventNode->CustomFunctionName = *EventNameGuid;
//.........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_LiveEditObject.cpp

示例5: FString

void UK2Node_SpawnActorFromClass::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	static FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginSpawningActorFromClass);
	static FString ActorClassParamName = FString(TEXT("ActorClass"));
	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 OwnerParamName = FString(TEXT("Owner"));

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

	UK2Node_SpawnActorFromClass* SpawnNode = this;
	UEdGraphPin* SpawnNodeExec = SpawnNode->GetExecPin();
	UEdGraphPin* SpawnNodeTransform = SpawnNode->GetSpawnTransformPin();
	UEdGraphPin* SpawnNodeNoCollisionFail = GetNoCollisionFailPin();
	UEdGraphPin* SpawnWorldContextPin = SpawnNode->GetWorldContextPin();
	UEdGraphPin* SpawnClassPin = SpawnNode->GetClassPin();
	UEdGraphPin* SpawnNodeOwnerPin = SpawnNode->GetOwnerPin();
	UEdGraphPin* SpawnNodeThen = SpawnNode->GetThenPin();
	UEdGraphPin* SpawnNodeResult = SpawnNode->GetResultPin();

	UClass* SpawnClass = (SpawnClassPin != NULL) ? Cast<UClass>(SpawnClassPin->DefaultObject) : NULL;
	if((0 == SpawnClassPin->LinkedTo.Num()) && (NULL == SpawnClass))
	{
		CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingClass_Error", "Spawn node @@ must have a class specified.").ToString(), SpawnNode);
		// 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
		SpawnNode->BreakAllNodeLinks();
		return;
	}

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

	UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
	UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName);
	UEdGraphPin* CallBeginActorClassPin = CallBeginSpawnNode->FindPinChecked(ActorClassParamName);
	UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
	UEdGraphPin* CallBeginNoCollisionFail = CallBeginSpawnNode->FindPinChecked(NoCollisionFailParamName);
	UEdGraphPin* CallBeginOwnerPin = CallBeginSpawnNode->FindPinChecked(FK2Node_SpawnActorFromClassHelper::OwnerPinName);
	UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin();	

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

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

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

	if (SpawnNodeOwnerPin != nullptr)
	{
		CompilerContext.MovePinLinksToIntermediate(*SpawnNodeOwnerPin, *CallBeginOwnerPin);
	}

	// 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);

	//////////////////////////////////////////////////////////////////////////
	// create 'finish spawn' call node
	UK2Node_CallFunction* CallFinishSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
	CallFinishSpawnNode->FunctionReference.SetExternalMember(FinishSpawningFuncName, UGameplayStatics::StaticClass());
	CallFinishSpawnNode->AllocateDefaultPins();

	UEdGraphPin* CallFinishExec = CallFinishSpawnNode->GetExecPin();
	UEdGraphPin* CallFinishThen = CallFinishSpawnNode->GetThenPin();
	UEdGraphPin* CallFinishActor = CallFinishSpawnNode->FindPinChecked(ActorParamName);
	UEdGraphPin* CallFinishTransform = CallFinishSpawnNode->FindPinChecked(TransformParamName);
	UEdGraphPin* CallFinishResult = CallFinishSpawnNode->GetReturnValuePin();

	// Move 'then' connection from spawn node to 'finish spawn'
	CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *CallFinishThen);

	// Copy transform connection
	CompilerContext.CopyPinLinksToIntermediate(*CallBeginTransform, *CallFinishTransform);

//.........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:K2Node_SpawnActorFromClass.cpp


注:本文中的UK2Node_CallFunction::GetThenPin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。