系列文章目录
UE蓝图 Get节点和源码
UE蓝图 Set节点和源码
UE蓝图 Cast节点和源码
UE蓝图 分支(Branch)节点和源码
UE蓝图 入口(FunctionEntry)节点和源码
文章目录
一、FunctionEntry节点功能
在UE(Unreal Engine)蓝图中,K2Node_FunctionEntry
是UE蓝图中函数或宏的入口节点,通常被称为“函数入口节点”或“FunctionEntry”。这个节点是一个事件节点,它标志着函数或宏的开始执行。当这个函数或宏被调用时,FunctionEntry
节点会被激活,从而触发函数或宏内部的逻辑执行。
K2Node_FunctionEntry
节点通常位于函数或宏的开始位置,并且只有一个指向函数或宏内部节点的白色箭头。当函数或宏被激活时,FunctionEntry
节点会按照连接流的顺序执行后续的节点。这意味着在函数或宏被调用后,首先会执行FunctionEntry
节点,然后按照连接关系依次执行后续的节点,直到函数或宏执行完毕。
二、入口节点用法
UE蓝图中的FunctionEntry
节点是函数的起点,用于定义函数的行为和逻辑。以下是关于FunctionEntry
节点用法的详细解释:
1. 创建函数
首先,在蓝图中创建一个新函数。这通常通过在蓝图编辑器中右键单击并选择“添加新函数”来完成。
2. 命名函数
为新函数提供一个有意义的名称,这将帮助你在后续的编程过程中更容易地识别和管理函数。
3. 定义参数
在FunctionEntry
节点中,你可以定义函数的输入和输出参数。输入参数是传递给函数的数据,而输出参数是函数处理完数据后返回的结果。
4. 编写函数逻辑
在FunctionEntry
节点下方,你可以开始添加执行函数所需的逻辑节点。这些节点可以是变量设置、条件判断、循环执行等。
5. 连接节点
使用白色箭头将节点连接起来,以定义数据流的顺序。例如,你可能将一个变量的值传递给一个运算节点,然后将运算结果传递给另一个节点。
6. 返回值
如果函数有输出参数或返回值,确保在函数的最后部分正确设置这些值。这样,当函数执行完毕时,调用者可以接收这些值。
7. 调用函数
要在蓝图的其他部分调用这个函数,你需要使用Call Function
节点。将Call Function
节点的输出连接到FunctionEntry
节点,这样当Call Function
节点被激活时,它将触发函数的执行。
三、使用场景
一些常见的FunctionEntry
节点应用场景:
1. 游戏逻辑处理
在游戏开发中,FunctionEntry
节点常被用于处理游戏逻辑,如玩家控制、敌人行为、碰撞检测等。通过将游戏逻辑分解为不同的函数,可以使代码更加清晰,便于调试和维护。
2. 用户界面交互
在创建用户界面(UI)时,FunctionEntry
节点可以用于处理用户输入和界面交互。例如,当玩家点击一个按钮时,可以调用一个函数来处理相应的点击事件,如打开一个新的菜单或执行某个动作。
3. 系统功能实现
FunctionEntry
节点也可以用于实现游戏中的各种系统功能,如保存和加载游戏进度、处理游戏设置、管理资源等。通过将这些功能分解为独立的函数,可以提高代码的可重用性和可维护性。
4. 物理和碰撞处理
在物理模拟和碰撞检测方面,FunctionEntry
节点可以用于实现物理引擎的各种功能,如刚体运动、碰撞响应等。通过将物理模拟的逻辑分解为不同的函数,可以提高代码的可读性和性能。
5. 人工智能和机器学习
在涉及人工智能(AI)和机器学习(ML)的应用中,FunctionEntry
节点可以用于实现复杂的算法和逻辑。例如,在路径规划、决策树、神经网络等方面,通过将算法分解为不同的函数,可以更容易地实现和调试这些高级功能。
6. 网络和多人游戏
在网络游戏和多人在线游戏中,FunctionEntry
节点可以用于处理网络通信、玩家同步、状态更新等逻辑。通过将网络相关的逻辑分解为独立的函数,可以简化代码结构,提高游戏的稳定性和可扩展性。
7. 工具和功能扩展
此外,FunctionEntry
节点还可以用于创建自定义的工具和功能扩展。例如,开发者可以创建自己的函数来处理特定的任务,如资源生成、场景编辑、调试工具等。
四、实现过程
- 创建输入输出引脚
void UK2Node_FunctionEntry::AllocateDefaultPins()
{
// Update our default values before copying them into pins
UpdateLoadedDefaultValues();
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
// Find any pins inherited from parent
if (UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
{
CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true);
}
Super::AllocateDefaultPins();
if (FFunctionEntryHelper::RequireWorldContextParameter(this)
&& ensure(!FindPin(FFunctionEntryHelper::GetWorldContextPinName())))
{
UEdGraphPin* WorldContextPin = CreatePin(
EGPD_Output,
UEdGraphSchema_K2::PC_Object,
UObject::StaticClass(),
FFunctionEntryHelper::GetWorldContextPinName());
WorldContextPin->bHidden = true;
}
}
-
调用FKCHandler_FunctionEntry.RegisterNets注册Net
-
调用Compile编译创建Statement
UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);
if (EntryNode->FunctionReference.GetMemberName() == UEdGraphSchema_K2::FN_ExecuteUbergraphBase)
{
UEdGraphPin* EntryPointPin = Node->FindPin(UEdGraphSchema_K2::PN_EntryPoint);
FBPTerminal** pTerm = Context.NetMap.Find(EntryPointPin);
if ((EntryPointPin != nullptr) && (pTerm != nullptr))
{
FBlueprintCompiledStatement& ComputedGotoStatement = Context.AppendStatementForNode(Node);
ComputedGotoStatement.Type = KCST_ComputedGoto;
ComputedGotoStatement.LHS = *pTerm;
}
}
else
{
// Generate the output impulse from this node
GenerateSimpleThenGoto(Context, *Node);
}
五、相关源码
源码文件:
K2Node_FunctionEntry.h
K2Node_FunctionEntry.cpp
相关类:
FKCHandler_FunctionEntry
K2Node_FunctionEntry
class FKCHandler_FunctionEntry : public FNodeHandlingFunctor
{
public:
FKCHandler_FunctionEntry(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
void RegisterFunctionInput(FKismetFunctionContext& Context, UEdGraphPin* Net, UFunction* Function)
{
// This net is a parameter into the function
FBPTerminal* Term = new FBPTerminal();
Context.Parameters.Add(Term);
Term->CopyFromPin(Net, Net->PinName);
// Flag pass by reference parameters specially
//@TODO: Still doesn't handle/allow users to declare new pass by reference, this only helps inherited functions
if( Function )
{
if (FProperty* ParentProperty = FindFProperty<FProperty>(Function, Net->PinName))
{
if (ParentProperty->HasAnyPropertyFlags(CPF_ReferenceParm))
{
Term->bPassedByReference = true;
}
}
}
Context.NetMap.Add(Net, Term);
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);
UFunction* Function = EntryNode->FunctionReference.ResolveMember<UFunction>(EntryNode->GetBlueprintClassFromNode());
// if this function has a predefined signature (like for inherited/overridden
// functions), then we want to make sure to account for the output
// parameters - this is normally handled by the FunctionResult node, but
// we're not guaranteed that one is connected to the entry node
if (Function && Function->HasAnyFunctionFlags(FUNC_HasOutParms))
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for (TFieldIterator<FProperty> ParamIt(Function, EFieldIteratorFlags::ExcludeSuper); ParamIt; ++ParamIt)
{
FProperty* ParamProperty = *ParamIt;
// mirrored from UK2Node_FunctionResult::CreatePinsForFunctionEntryExit()
const bool bIsFunctionInput = !ParamProperty->HasAnyPropertyFlags(CPF_OutParm) || ParamProperty->HasAnyPropertyFlags(CPF_ReferenceParm);
if (bIsFunctionInput)
{
//
continue;
}
FEdGraphPinType ParamType;
if (K2Schema->ConvertPropertyToPinType(ParamProperty, ParamType))
{
FString ParamName = ParamProperty->GetName();
bool bTermExists = false;
// check to see if this terminal already exists (most
// likely added by a FunctionResult node) - if so, then
// we don't need to add it ourselves
for (const FBPTerminal& ResultTerm : Context.Results)
{
if (ResultTerm.Name == ParamName && ResultTerm.Type == ParamType)
{
bTermExists = true;
break;
}
}
if (!bTermExists)
{
// create a terminal that represents a output param
// for this function; if there is a FunctionResult
// node wired into our function graph, know that it
// will first check to see if this already exists
// for it to use (rather than creating one of its own)
FBPTerminal* ResultTerm = new FBPTerminal();
Context.Results.Add(ResultTerm);
ResultTerm->Name = ParamName;
ResultTerm->Type = ParamType;
ResultTerm->bPassedByReference = ParamType.bIsReference;
ResultTerm->SetContextTypeStruct(ParamType.PinCategory == UEdGraphSchema_K2::PC_Struct && Cast<UScriptStruct>(ParamType.PinSubCategoryObject.Get()));
}
}
}
}
for (UEdGraphPin* Pin : Node->Pins)
{
if (Pin->ParentPin == nullptr && !CompilerContext.GetSchema()->IsMetaPin(*Pin))
{
UEdGraphPin* Net = FEdGraphUtilities::GetNetFromPin(Pin);
if (Context.NetMap.Find(Net) == nullptr)
{
// New net, resolve the term that will be used to construct it
FBPTerminal* Term = nullptr;
check(Net->Direction == EGPD_Output);
RegisterFunctionInput(Context, Pin, Function);
}
}
}
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);
//check(EntryNode->SignatureName != NAME_None);
if (EntryNode->FunctionReference.GetMemberName() == UEdGraphSchema_K2::FN_ExecuteUbergraphBase)
{
UEdGraphPin* EntryPointPin = Node->FindPin(UEdGraphSchema_K2::PN_EntryPoint);
FBPTerminal** pTerm = Context.NetMap.Find(EntryPointPin);
if ((EntryPointPin != nullptr) && (pTerm != nullptr))
{
FBlueprintCompiledStatement& ComputedGotoStatement = Context.AppendStatementForNode(Node);
ComputedGotoStatement.Type = KCST_ComputedGoto;
ComputedGotoStatement.LHS = *pTerm;
}
else
{
CompilerContext.MessageLog.Error(*LOCTEXT("NoEntryPointPin_Error", "Expected a pin named EntryPoint on @@").ToString(), Node);
}
}
else
{
// Generate the output impulse from this node
GenerateSimpleThenGoto(Context, *Node);
}
}
virtual bool RequiresRegisterNetsBeforeScheduling() const override
{
return true;
}
};
struct FFunctionEntryHelper
{
static const FName& GetWorldContextPinName()
{
static const FName WorldContextPinName(TEXT("__WorldContext"));
return WorldContextPinName;
}
static bool RequireWorldContextParameter(const UK2Node_FunctionEntry* Node)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
return K2Schema->IsStaticFunctionGraph(Node->GetGraph());
}
};
UK2Node_FunctionEntry::UK2Node_FunctionEntry(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Enforce const-correctness by default
bEnforceConstCorrectness = true;
bUpdatedDefaultValuesOnLoad = false;
bCanRenameNode = bIsEditable;
}
void UK2Node_FunctionEntry::PreSave(const class ITargetPlatform* TargetPlatform)
{
Super::PreSave(TargetPlatform);
const UBlueprint* Blueprint = HasValidBlueprint() ? GetBlueprint() : nullptr;
if (Blueprint && LocalVariables.Num() > 0)
{
// Forcibly fixup defaults before we save
UpdateLoadedDefaultValues(true);
}
}
void UK2Node_FunctionEntry::PostLoad()
{
Super::PostLoad();
if (GIsEditor)
{
// In the editor, we need to handle processing function default values at load time so they get picked up properly by the cooker
// This normally won't do anything because it gets called during the duplicate save during BP compilation, but if compilation gets skipped we need to make sure they get updated
UpdateLoadedDefaultValues();
}
}
void UK2Node_FunctionEntry::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FBlueprintsObjectVersion::GUID);
if (Ar.IsSaving())
{
if (Ar.IsObjectReferenceCollector() || Ar.Tell() < 0)
{
// If this is explicitly a reference collector, or it's a save with no backing archive, then we want to use the function variable cache if it exists
// It's not safe to regenerate the cache at this point as we could be in GIsSaving
if (FunctionVariableCache.IsValid() && FunctionVariableCache->IsValid())
{
UStruct* Struct = const_cast<UStruct*>(FunctionVariableCache->GetStruct());
Struct->SerializeBin(Ar, FunctionVariableCache->GetStructMemory());
// Copy back into defaults as they may have changed
UpdateDefaultsFromVariableStruct(FunctionVariableCache->GetStruct(), FunctionVariableCache->GetStructMemory());
}
}
}
else if (Ar.IsLoading())
{
if (Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::LocalVariablesBlueprintVisible)
{
for (FBPVariableDescription& LocalVariable : LocalVariables)
{
LocalVariable.PropertyFlags |= CPF_BlueprintVisible;
}
}
if (Ar.UE4Ver() < VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES
|| ((Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::EnforceConstInAnimBlueprintFunctionGraphs) && GetBlueprint()->IsA<UAnimBlueprint>()))
{
// Allow legacy implementations to violate const-correctness
bEnforceConstCorrectness = false;
}
if (Ar.CustomVer(FBlueprintsObjectVersion::GUID) < FBlueprintsObjectVersion::CleanBlueprintFunctionFlags)
{
// Flags we explicitly use ExtraFlags for (at the time this fix was made):
// FUNC_Public, FUNC_Protected, FUNC_Private,
// FUNC_Static, FUNC_Const,
// FUNC_BlueprintPure, FUNC_BlueprintCallable, FUNC_BlueprintEvent, FUNC_BlueprintAuthorityOnly,
// FUNC_Net, FUNC_NetMulticast, FUNC_NetServer, FUNC_NetClient, FUNC_NetReliable
//
// FUNC_Exec, FUNC_Event, & FUNC_BlueprintCosmetic are all inherited
// in FKismetCompilerContext::PrecompileFunction()
static const uint32 InvalidExtraFlagsMask = FUNC_Final | FUNC_RequiredAPI | FUNC_BlueprintCosmetic |
FUNC_NetRequest | FUNC_Exec | FUNC_Native | FUNC_Event | FUNC_NetResponse | FUNC_MulticastDelegate |
FUNC_Delegate | FUNC_HasOutParms | FUNC_HasDefaults | FUNC_DLLImport | FUNC_NetValidate;
ExtraFlags &= ~InvalidExtraFlagsMask;
}
if (Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::ChangeAssetPinsToString)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Prior to this version, changing the type of a local variable would lead to corrupt default value strings
for (FBPVariableDescription& LocalVar : LocalVariables)
{
FString UseDefaultValue;
UObject* UseDefaultObject = nullptr;
FText UseDefaultText;
if (!LocalVar.DefaultValue.IsEmpty())
{
K2Schema->GetPinDefaultValuesFromString(LocalVar.VarType, this, LocalVar.DefaultValue, UseDefaultValue, UseDefaultObject, UseDefaultText);
FString ErrorMessage;
if (!K2Schema->DefaultValueSimpleValidation(LocalVar.VarType, LocalVar.VarName, UseDefaultValue, UseDefaultObject, UseDefaultText, &ErrorMessage))
{
const UBlueprint* Blueprint = GetBlueprint();
UE_LOG(LogBlueprint, Log, TEXT("Clearing invalid default value for local variable %s on blueprint %s: %s"), *LocalVar.VarName.ToString(), Blueprint ? *Blueprint->GetName() : TEXT("Unknown"), *ErrorMessage);
LocalVar.DefaultValue.Reset();
}
}
}
}
}
}
FText UK2Node_FunctionEntry::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UEdGraph* Graph = GetGraph();
FGraphDisplayInfo DisplayInfo;
Graph->GetSchema()->GetGraphDisplayInformation(*Graph, DisplayInfo);
return DisplayInfo.DisplayName;
}
void UK2Node_FunctionEntry::OnRenameNode(const FString& NewName)
{
// Note: RenameGraph() will handle the rename operation for this node as well.
FBlueprintEditorUtils::RenameGraph(GetGraph(), NewName);
}
TSharedPtr<class INameValidatorInterface> UK2Node_FunctionEntry::MakeNameValidator() const
{
if (CustomGeneratedFunctionName.IsNone())
{
FText TextName = GetNodeTitle(ENodeTitleType::Type::EditableTitle);
return MakeShareable(new FKismetNameValidator(GetBlueprint(), *TextName.ToString()));
}
else
{
return MakeShareable(new FKismetNameValidator(GetBlueprint(), CustomGeneratedFunctionName));
}
}
bool UK2Node_FunctionEntry::GetCanRenameNode() const
{
UEdGraph* const Graph = GetGraph();
return (Graph && (Graph->bAllowDeletion || Graph->bAllowRenaming) && (bCanRenameNode || bIsEditable));
}
void UK2Node_FunctionEntry::AllocateDefaultPins()
{
// Update our default values before copying them into pins
UpdateLoadedDefaultValues();
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
// Find any pins inherited from parent
if (UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
{
CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true);
}
Super::AllocateDefaultPins();
if (FFunctionEntryHelper::RequireWorldContextParameter(this)
&& ensure(!FindPin(FFunctionEntryHelper::GetWorldContextPinName())))
{
UEdGraphPin* WorldContextPin = CreatePin(
EGPD_Output,
UEdGraphSchema_K2::PC_Object,
UObject::StaticClass(),
FFunctionEntryHelper::GetWorldContextPinName());
WorldContextPin->bHidden = true;
}
}
UEdGraphPin* UK2Node_FunctionEntry::GetAutoWorldContextPin() const
{
return FindPin(FFunctionEntryHelper::GetWorldContextPinName());
}
void UK2Node_FunctionEntry::RemoveOutputPin(UEdGraphPin* PinToRemove)
{
UK2Node_FunctionEntry* OwningSeq = Cast<UK2Node_FunctionEntry>( PinToRemove->GetOwningNode() );
if (OwningSeq)
{
PinToRemove->MarkPendingKill();
OwningSeq->Pins.Remove(PinToRemove);
}
}
bool UK2Node_FunctionEntry::CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage)
{
bool bResult = Super::CanCreateUserDefinedPin(InPinType, InDesiredDirection, OutErrorMessage);
if (bResult)
{
if(InDesiredDirection == EGPD_Input)
{
OutErrorMessage = LOCTEXT("AddInputPinError", "Cannot add input pins to function entry node!");
bResult = false;
}
}
return bResult;
}
UEdGraphPin* UK2Node_FunctionEntry::CreatePinFromUserDefinition(const TSharedPtr<FUserPinInfo> NewPinInfo)
{
// Make sure that if this is an exec node we are allowed one.
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
if (NewPinInfo->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec && !CanModifyExecutionWires())
{
return nullptr;
}
UEdGraphPin* NewPin = CreatePin(EGPD_Output, NewPinInfo->PinType, NewPinInfo->PinName);
Schema->SetPinAutogeneratedDefaultValue(NewPin, NewPinInfo->PinDefaultValue);
return NewPin;
}
TSharedPtr<FStructOnScope> UK2Node_FunctionEntry::GetFunctionVariableCache(bool bForceRefresh)
{
if (bForceRefresh && FunctionVariableCache.IsValid())
{
// On force refresh, delete old one if it exists
FunctionVariableCache.Reset();
}
if (!FunctionVariableCache.IsValid() || !FunctionVariableCache->IsValid())
{
if (UFunction* const Function = FindSignatureFunction())
{
if (LocalVariables.Num() > 0)
{
FunctionVariableCache = MakeShared<FStructOnScope>(Function);
FunctionVariableCache->SetPackage(GetOutermost());
RefreshFunctionVariableCache();
}
}
}
return FunctionVariableCache;
}
bool UK2Node_FunctionEntry::RefreshFunctionVariableCache()
{
GetFunctionVariableCache(false);
if (FunctionVariableCache.IsValid())
{
// Update the cache if it was created
return UpdateVariableStructFromDefaults(FunctionVariableCache->GetStruct(), FunctionVariableCache->GetStructMemory());
}
return false;
}
bool UK2Node_FunctionEntry::UpdateLoadedDefaultValues(bool bForceRefresh)
{
// If we don't have a cache or it's force refresh, create one
if (!bUpdatedDefaultValuesOnLoad || bForceRefresh)
{
GetFunctionVariableCache(bForceRefresh);
bUpdatedDefaultValuesOnLoad = true;
if (FunctionVariableCache.IsValid())
{
// Now copy back into the default value strings
return UpdateDefaultsFromVariableStruct(FunctionVariableCache->GetStruct(), FunctionVariableCache->GetStructMemory());
}
else
{
// No variable cache created
return true;
}
}
return false;
}
void UK2Node_FunctionEntry::ClearCachedBlueprintData(UBlueprint* Blueprint)
{
FunctionVariableCache.Reset();
}
bool UK2Node_FunctionEntry::UpdateVariableStructFromDefaults(const UStruct* VariableStruct, uint8* VariableStructData)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if (!VariableStruct || !VariableStructData)
{
return false;
}
for (FBPVariableDescription& LocalVariable : LocalVariables)
{
if (!LocalVariable.DefaultValue.IsEmpty())
{
FProperty* PinProperty = VariableStruct->FindPropertyByName(LocalVariable.VarName);
if (PinProperty && (!PinProperty->HasAnyPropertyFlags(CPF_OutParm) || PinProperty->HasAnyPropertyFlags(CPF_ReferenceParm)))
{
FEdGraphPinType PinType;
K2Schema->ConvertPropertyToPinType(PinProperty, /*out*/ PinType);
if (PinType != LocalVariable.VarType)
{
//UE_LOG(LogBlueprint, Log, TEXT("Pin type for local variable %s does not match type on struct %s during UpdateVariableStructFromDefaults, ignoring old default"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
else
{
FBlueprintEditorUtils::PropertyValueFromString(PinProperty, LocalVariable.DefaultValue, VariableStructData, this);
}
}
else
{
//UE_LOG(LogBlueprint, Log, TEXT("Could not find local variable property %s on struct %s during UpdateVariableStructFromDefaults"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
}
}
return true;
}
bool UK2Node_FunctionEntry::UpdateDefaultsFromVariableStruct(const UStruct* VariableStruct, uint8* VariableStructData)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if (!VariableStruct || !VariableStructData)
{
return false;
}
for (FBPVariableDescription& LocalVariable : LocalVariables)
{
if (!LocalVariable.DefaultValue.IsEmpty())
{
// We don't want to write out fields that were empty before, as they were guaranteed to not have actual real data
FProperty* PinProperty = VariableStruct->FindPropertyByName(LocalVariable.VarName);
if (PinProperty && (!PinProperty->HasAnyPropertyFlags(CPF_OutParm) || PinProperty->HasAnyPropertyFlags(CPF_ReferenceParm)))
{
FEdGraphPinType PinType;
K2Schema->ConvertPropertyToPinType(PinProperty, /*out*/ PinType);
if (PinType != LocalVariable.VarType)
{
//UE_LOG(LogBlueprint, Log, TEXT("Pin type for local variable %s does not match type on struct %s during UpdateDefaultsFromVariableStruct, ignoring old default"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
else
{
FString NewValue;
FBlueprintEditorUtils::PropertyValueToString(PinProperty, VariableStructData, NewValue, this);
if (NewValue != LocalVariable.DefaultValue)
{
LocalVariable.DefaultValue = NewValue;
}
}
}
else
{
//UE_LOG(LogBlueprint, Log, TEXT("Could not find local variable property %s on struct %s during UpdateDefaultsFromVariableStruct"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
}
}
return true;
}
FNodeHandlingFunctor* UK2Node_FunctionEntry::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_FunctionEntry(CompilerContext);
}
void UK2Node_FunctionEntry::GetRedirectPinNames(const UEdGraphPin& Pin, TArray<FString>& RedirectPinNames) const
{
Super::GetRedirectPinNames(Pin, RedirectPinNames);
if(RedirectPinNames.Num() > 0)
{
const FString OldPinName = RedirectPinNames[0];
// first add functionname.param
const FName SignatureName = FunctionReference.GetMemberName();
RedirectPinNames.Add(FString::Printf(TEXT("%s.%s"), *SignatureName.ToString(), *OldPinName));
// if there is class, also add an option for class.functionname.param
if(UClass const* SignatureClass = FunctionReference.GetMemberParentClass())
{
RedirectPinNames.Add(FString::Printf(TEXT("%s.%s.%s"), *SignatureClass->GetName(), *SignatureName.ToString(), *OldPinName));
}
}
}
bool UK2Node_FunctionEntry::HasDeprecatedReference() const
{
// We only show deprecated for inherited functions
if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
{
return Function->HasMetaData(FBlueprintMetadata::MD_DeprecatedFunction);
}
else
{
return MetaData.bIsDeprecated;
}
}
FEdGraphNodeDeprecationResponse UK2Node_FunctionEntry::GetDeprecationResponse(EEdGraphNodeDeprecationType DeprecationType) const
{
FEdGraphNodeDeprecationResponse Response = Super::GetDeprecationResponse(DeprecationType);
if (DeprecationType == EEdGraphNodeDeprecationType::NodeHasDeprecatedReference)
{
// Only warn on non-editable (i.e. override) usage.
if (!IsEditable())
{
UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode());
if (ensureMsgf(Function != nullptr, TEXT("This node should not be able to report having a deprecated reference if the override function cannot be resolved.")))
{
FText FunctionName = FText::FromName(FunctionReference.GetMemberName());
FText DetailedMessage = FText::FromString(Function->GetMetaData(FBlueprintMetadata::MD_DeprecationMessage));
Response.MessageText = FBlueprintEditorUtils::GetDeprecatedMemberUsageNodeWarning(FunctionName, DetailedMessage);
}
}
else
{
// Allow the function to be marked as deprecated in the class that defines it without warning, but use a note to visually indicate that the definition itself has been deprecated.
Response.MessageType = EEdGraphNodeDeprecationMessageType::Note;
Response.MessageText = LOCTEXT("DeprecatedFunctionMessage", "@@: This function has been marked as deprecated. It can be safely deleted if all references have been replaced or removed.");
}
}
return Response;
}
FText UK2Node_FunctionEntry::GetTooltipText() const
{
if (UFunction* const Function = FindSignatureFunction())
{
return FText::FromString(UK2Node_CallFunction::GetDefaultTooltipForFunction(Function));
}
return Super::GetTooltipText();
}
void UK2Node_FunctionEntry::FindDiffs(UEdGraphNode* OtherNode, struct FDiffResults& Results)
{
Super::FindDiffs(OtherNode, Results);
UK2Node_FunctionEntry* OtherFunction = Cast<UK2Node_FunctionEntry>(OtherNode);
if (OtherFunction)
{
if (ExtraFlags != OtherFunction->ExtraFlags)
{
FDiffSingleResult Diff;
Diff.Diff = EDiffType::NODE_PROPERTY;
Diff.Node1 = this;
Diff.Node2 = OtherNode;
Diff.DisplayString = LOCTEXT("DIF_FunctionFlags", "Function flags have changed");
Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);
Results.Add(Diff);
}
if (!FKismetUserDeclaredFunctionMetadata::StaticStruct()->CompareScriptStruct(&MetaData, &OtherFunction->MetaData, 0))
{
FDiffSingleResult Diff;
Diff.Diff = EDiffType::NODE_PROPERTY;
Diff.Node1 = this;
Diff.Node2 = OtherNode;
Diff.DisplayString = LOCTEXT("DIF_FunctionMetadata", "Function metadata has changed");
Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);
Results.Add(Diff);
}
bool bLocalVarsDiffer = (LocalVariables.Num() != OtherFunction->LocalVariables.Num());
for (int32 i = 0; i < LocalVariables.Num() && !bLocalVarsDiffer; i++)
{
const FBPVariableDescription& ThisVar = LocalVariables[i];
const FBPVariableDescription& OtherVar = OtherFunction->LocalVariables[i];
// Can't do a raw compare, for local variable defaults we need to compare the struct
if (ThisVar.VarName != OtherVar.VarName
|| ThisVar.VarType != OtherVar.VarType
|| ThisVar.FriendlyName != OtherVar.FriendlyName
|| !ThisVar.Category.EqualTo(OtherVar.Category)
|| ThisVar.PropertyFlags != OtherVar.PropertyFlags
|| ThisVar.RepNotifyFunc != OtherVar.RepNotifyFunc
|| ThisVar.ReplicationCondition != OtherVar.ReplicationCondition)
{
bLocalVarsDiffer = true;
}
}
if (bLocalVarsDiffer)
{
FDiffSingleResult Diff;
Diff.Diff = EDiffType::NODE_PROPERTY;
Diff.Node1 = this;
Diff.Node2 = OtherNode;
Diff.DisplayString = LOCTEXT("DIF_FunctionLocalVariables", "Function local variables have changed in structure");
Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);
Results.Add(Diff);
}
else
{
TSharedPtr<FStructOnScope> MyLocals = GetFunctionVariableCache();
TSharedPtr<FStructOnScope> OtherLocals = OtherFunction->GetFunctionVariableCache();
if (MyLocals.IsValid() && MyLocals->IsValid() && OtherLocals.IsValid() && OtherLocals->IsValid())
{
// Check for local var diffs
FDiffSingleResult Diff;
Diff.Diff = EDiffType::NODE_PROPERTY;
Diff.Node1 = this;
Diff.Node2 = OtherNode;
Diff.ToolTip = LOCTEXT("DIF_FunctionLocalVariableDefaults", "Function local variable default values have changed");
Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);
DiffProperties(const_cast<UStruct*>(MyLocals->GetStruct()), const_cast<UStruct*>(OtherLocals->GetStruct()), MyLocals->GetStructMemory(), OtherLocals->GetStructMemory(), Results, Diff);
}
}
}
}
bool UK2Node_FunctionEntry::IsCompatibleWithGraph(const UEdGraph* InGraph) const
{
if (CanCreateUnderSpecifiedSchema(InGraph->GetSchema()))
{
if (InGraph->GetSchema()->GetGraphType(InGraph) == GT_Function)
{
TArray<UK2Node_FunctionEntry*> Nodes;
InGraph->GetNodesOfClass<UK2Node_FunctionEntry>(Nodes);
return Nodes.Num() == 0;
}
}
return false;
}
void UK2Node_FunctionEntry::PostPasteNode()
{
Super::PostPasteNode();
// If a function entry is being pasted, it should be editable in it's new graph
bIsEditable = true;
// ensure there are UserDefinedPins for all pins except the 'then' pin
for (int32 PinIdx = 1; PinIdx < Pins.Num(); ++PinIdx)
{
UEdGraphPin* Pin = Pins[PinIdx];
if (Pin && !UserDefinedPinExists(Pin->GetFName()))
{
UserDefinedPins.Add(MakeShared<FUserPinInfo>(*Pin));
}
}
ReconstructNode();
}
int32 UK2Node_FunctionEntry::GetFunctionFlags() const
{
int32 ReturnFlags = 0;
if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode()))
{
ReturnFlags = Function->FunctionFlags;
}
return ReturnFlags | ExtraFlags;
}
void UK2Node_FunctionEntry::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
UEdGraphPin* OldStartExecPin = nullptr;
if(Pins[0]->LinkedTo.Num())
{
OldStartExecPin = Pins[0]->LinkedTo[0];
}
UEdGraphPin* LastActiveOutputPin = Pins[0];
// Only look for FunctionEntry nodes who were duplicated and have a source object
if ( UK2Node_FunctionEntry* OriginalNode = Cast<UK2Node_FunctionEntry>(CompilerContext.MessageLog.FindSourceObject(this)) )
{
check(OriginalNode->GetOuter());
// Find the associated UFunction
UFunction* Function = FindUField<UFunction>(CompilerContext.Blueprint->SkeletonGeneratedClass, *OriginalNode->GetOuter()->GetName());
// When regenerating on load, we may need to import text on certain properties to force load the assets
TSharedPtr<FStructOnScope> LocalVarData;
if (Function && CompilerContext.Blueprint->bIsRegeneratingOnLoad)
{
if (Function->GetStructureSize() > 0 || !ensure(Function->PropertyLink == nullptr))
{
LocalVarData = MakeShareable(new FStructOnScope(Function));
}
}
for (TFieldIterator<FProperty> It(Function); It; ++It)
{
if (const FProperty* Property = *It)
{
const FStructProperty* PotentialUDSProperty = CastField<const FStructProperty>(Property);
for (const FBPVariableDescription& LocalVar : LocalVariables)
{
if (LocalVar.VarName == Property->GetFName() && !LocalVar.DefaultValue.IsEmpty())
{
// Add a variable set node for the local variable and hook it up immediately following the entry node or the last added local variable
UK2Node_VariableSet* VariableSetNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableSet>(this, SourceGraph);
VariableSetNode->SetFromProperty(Property, false, Property->GetOwnerClass());
Schema->ConfigureVarNode(VariableSetNode, LocalVar.VarName, Function, CompilerContext.Blueprint);
VariableSetNode->AllocateDefaultPins();
if(UEdGraphPin* SetPin = VariableSetNode->FindPin(Property->GetFName()))
{
if(LocalVar.VarType.IsArray())
{
TSharedPtr<FStructOnScope> StructData = MakeShareable(new FStructOnScope(Function));
FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, StructData->GetStructMemory());
// Create a Make Array node to setup the array's defaults
UK2Node_MakeArray* MakeArray = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph);
MakeArray->AllocateDefaultPins();
MakeArray->GetOutputPin()->MakeLinkTo(SetPin);
MakeArray->PostReconstructNode();
const FArrayProperty* ArrayProperty = CastField<FArrayProperty>(Property);
check(ArrayProperty);
FScriptArrayHelper_InContainer ArrayHelper(ArrayProperty, StructData->GetStructMemory());
FScriptArrayHelper_InContainer DefaultArrayHelper(ArrayProperty, StructData->GetStructMemory());
// Go through each element in the array to set the default value
for( int32 ArrayIndex = 0 ; ArrayIndex < ArrayHelper.Num() ; ArrayIndex++ )
{
uint8* PropData = ArrayHelper.GetRawPtr(ArrayIndex);
// Retrieve the element's default value
FString DefaultValue;
FBlueprintEditorUtils::PropertyValueToString(ArrayProperty->Inner, PropData, DefaultValue);
if(ArrayIndex > 0)
{
MakeArray->AddInputPin();
}
// Add one to the index for the pin to set the default on to skip the output pin
Schema->TrySetDefaultValue(*MakeArray->Pins[ArrayIndex + 1], DefaultValue);
}
}
else if(LocalVar.VarType.IsSet() || LocalVar.VarType.IsMap())
{
UK2Node_MakeVariable* MakeVariableNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeVariable>(this, SourceGraph);
MakeVariableNode->SetupVariable(LocalVar, SetPin, CompilerContext, Function, Property);
}
else
{
if (CompilerContext.Blueprint->bIsRegeneratingOnLoad)
{
// When regenerating on load, we want to force load assets referenced by local variables.
// This functionality is already handled when generating Terms in the Kismet Compiler for Arrays and Structs, so we do not have to worry about them.
if (LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Object || LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Class || LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Interface)
{
FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, LocalVarData->GetStructMemory());
}
}
// Set the default value
Schema->TrySetDefaultValue(*SetPin, LocalVar.DefaultValue);
}
}
LastActiveOutputPin->BreakAllPinLinks();
LastActiveOutputPin->MakeLinkTo(VariableSetNode->Pins[0]);
LastActiveOutputPin = VariableSetNode->Pins[1];
}
}
}
}
// Finally, hook up the last node to the old node the function entry node was connected to
if(OldStartExecPin)
{
LastActiveOutputPin->MakeLinkTo(OldStartExecPin);
}
}
}
void UK2Node_FunctionEntry::PostReconstructNode()
{
Super::PostReconstructNode();
}
void UK2Node_FunctionEntry::FixupPinStringDataReferences(FArchive* SavingArchive)
{
Super::FixupPinStringDataReferences(SavingArchive);
if (SavingArchive)
{
UpdateUserDefinedPinDefaultValues();
}
}
bool UK2Node_FunctionEntry::ModifyUserDefinedPinDefaultValue(TSharedPtr<FUserPinInfo> PinInfo, const FString& NewDefaultValue)
{
if (Super::ModifyUserDefinedPinDefaultValue(PinInfo, NewDefaultValue))
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
K2Schema->HandleParameterDefaultValueChanged(this);
RefreshFunctionVariableCache();
return true;
}
return false;
}
bool UK2Node_FunctionEntry::ShouldUseConstRefParams() const
{
// Interface functions with no outputs will be implemented as events. As with native interface functions with no outputs, the entry
// node is expected to use 'const Type&' for input parameters that are passed by reference. See UEditablePinBase::PostLoad() for details.
if (const UEdGraph* OwningGraph = GetGraph())
{
const UBlueprint* OwningBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(OwningGraph);
if (OwningBlueprint && OwningBlueprint->BlueprintType == BPTYPE_Interface)
{
// Find paired result node and check for outputs.
for (UEdGraphNode* Node : OwningGraph->Nodes)
{
if (UK2Node_FunctionResult* ResultNode = Cast<UK2Node_FunctionResult>(Node))
{
// This might be called from the super's Serialize() method for older assets, so make sure the result node's pins have been loaded.
if (ResultNode->HasAnyFlags(RF_NeedLoad))
{
GetLinker()->Preload(ResultNode);
}
return ResultNode->UserDefinedPins.Num() == 0;
}
}
// No result node, so there are no outputs.
return true;
}
}
return false;
}