|
Weaponry Assembly System
WAS
|
Generates a skeletal mesh component from a loaded skeletal mesh. More...
#include <WeaponSkeletalMeshRuntimeNode.h>
Inheritance diagram for UWeaponSkeletalMeshRuntimeNode:
Collaboration diagram for UWeaponSkeletalMeshRuntimeNode:Protected Member Functions | |
| virtual void | ExecuteNode_Internal () override final |
| Derived classes implement component-specific execution here. | |
Protected Member Functions inherited from UWeaponRuntimeNode | |
| void | FixInvalidPinsConnections () |
| virtual void | GetNodeDebugString (TArray< FString > &Strings) const |
| virtual void | PostExecuteNode () |
| virtual void | PreExecuteNode () |
| void | RemoveDuplicatedConections () |
| void | UpdateNodeFlowDebugString () |
Protected Member Functions inherited from FWeaponRuntimeNodeKernel< UWeaponSkeletalMeshRuntimeNode > | |
| void | ExecuteInternal () const |
Additional Inherited Members | |
Public Member Functions inherited from UWeaponComponentRuntimeNode | |
| virtual void | ExecuteNode () override final |
Public Member Functions inherited from UWeaponRuntimeNode | |
| template<typename Fmt , typename ... Args> | |
| void | AbortExecution (Fmt &&Format, Args &&... args) const |
| void | AbortExecution (FString &&Reason="") const |
| virtual void | ClearCache () const |
| FORCEINLINE void | Execute () |
| FORCEINLINE_DEBUGGABLE TArray< UWeaponRuntimePin * > | GetAllPins () const |
| class UWeaponAssetCharacteristics * | GetCharacteristics () const |
| const class UWeaponAssetCharacteristics * | GetCharacteristicsCDO () const |
| const class UWeaponAssetCharacteristics * | GetDefaultCharacteristics () const |
| TSubclassOf< UWeaponAssetCharacteristics > | GetDefaultCharacteristicsClass () const |
| const struct FWeaponExecutionContext & | GetDefaultExecutionContext () const |
| const struct FWeaponExecutionContext & | GetExecutionContext () const |
| class UWeaponRuntimeGraph * | GetGraph () const |
| class UWeaponRuntimeGraph * | GetGraphAnyContext () const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetInput (int32 Index=0) const |
| FORCEINLINE UWeaponRuntimePin * | GetLastInput () const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetMainInput () const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetMainOutput () const |
| FORCEINLINE UWeaponRuntimeNode * | GetNodeFromInput (int32 InputIndex) const |
| FORCEINLINE void | GetNodeFromInput (int32 InputIndex, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const |
| UWeaponRuntimeNode * | GetNodeFromInput (UWeaponRuntimePin *FromPin) const |
| void | GetNodeFromInput (UWeaponRuntimePin *FromPin, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetOutput (int32 Index=0) const |
| UWeaponRuntimePin * | GetPinByName (const FName &PinName, const TOptional< bool > &OptionalInputOnly) const |
| UWeaponRuntimePin * | GetPinConnection (const UWeaponRuntimePin *Pin, int32 ConnectionIndex=0) const |
| FORCEINLINE UWeaponRuntimePin * | GetPinConnection (int32 Pin, int32 ConnectionIndex=0) const |
| FORCEINLINE const TArray< UWeaponRuntimePin * > & | GetPinConnections (const int32 Pin=0) const |
| const TArray< UWeaponRuntimePin * > & | GetPinConnections (const UWeaponRuntimePin *Pin) const |
| virtual void | GetValidPin (TArray< UWeaponRuntimePin * > &Pins) |
| UObject * | GetWorldContext () const |
| FORCEINLINE bool | HasInput () const |
| FORCEINLINE bool | HasOutput () const |
| virtual void | Init () |
| bool | IsAborting () const |
| void | Reset () |
Static Public Member Functions inherited from UWeaponComponentRuntimeNode | |
| template<typename Renderer , typename PrimitiveType , typename SelfType , typename ObjectArrayType = TPersistantArray<Renderer>> | |
| static TPersistantArray< PrimitiveType > | CreateAndAttachObject_Impl (SelfType &&Self, ObjectArrayType &&LoadedObjects, UObject *WorldContext) |
| Instantiates and attaches primitive components from loaded object assets. | |
Public Attributes inherited from UWeaponRuntimeNode | |
| TArray< UWeaponRuntimePin * > | InputPins |
| TArray< UWeaponRuntimePin * > | OutputPins |
Static Protected Member Functions inherited from UWeaponComponentRuntimeNode | |
| template<typename Renderer , typename PrimitiveType , typename SelfType > | |
| static void | ExecuteNode_Impl (const SelfType &Self) |
Protected Attributes inherited from UWeaponRuntimeNode | |
| FString | NodeFlowDebugString |
Generates a skeletal mesh component from a loaded skeletal mesh.
|
inlinefinaloverrideprotectedvirtual |
Derived classes implement component-specific execution here.
Reimplemented from UWeaponComponentRuntimeNode.