Weaponry Assembly System
WAS
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UWeaponGraphSchema Class Reference

#include <WeaponGraphSchema.h>

+ Inheritance diagram for UWeaponGraphSchema:
+ Collaboration diagram for UWeaponGraphSchema:

Public Member Functions

bool AcceptMultipleInput (const UEdGraphPin *Pin) const
 
TSharedPtr< FNewNodeActionAddActionForClass (TSubclassOf< class UWeaponRuntimeNode > Class) const
 
void AppendAssetPropertiesActions (TArray< TSharedPtr< FNewNodeAction > > &Actions, const UWeaponAsset *Asset, const UEdGraphPin *FromPin) const
 
void AppendCharacteristicFunctions (TArray< TSharedPtr< FNewNodeAction > > &Actions, const UWeaponAsset *Asset) const
 
void AppendCharacteristicNumerics (TArray< TSharedPtr< FNewNodeAction > > &Actions, const UWeaponAsset *Asset) const
 
void AppendObjectFunctions (TArray< TSharedPtr< FNewNodeAction > > &Actions, const UWeaponAsset *Asset, const UEdGraphPin *FromPin) const
 
virtual const FPinConnectionResponse CanCreateConnection (const UEdGraphPin *A, const UEdGraphPin *B) const override
 
virtual bool CreateAutomaticConversionNodeAndConnections (UEdGraphPin *A, UEdGraphPin *B) const override
 
template<typename T >
FString GetFieldCategory (const T *Property, const FString &Prefix) const
 
virtual void GetGraphContextActions (FGraphContextMenuBuilder &ContextMenuBuilder) const override
 
bool IsValidFunctionParam (const FProperty *Param) const
 
bool TryAppendMemberAsNumeric (TArray< TSharedPtr< FNewNodeAction > > &Actions, FProperty *Property) const
 
bool TryAppendMemberAsObject (TArray< TSharedPtr< FNewNodeAction > > &Actions, FProperty *Property) const
 
bool TryAppendMemberAsOverridableNumeric (TArray< TSharedPtr< FNewNodeAction > > &Actions, FProperty *Property) const
 
bool TryAppendMemberAsStruct (TArray< TSharedPtr< FNewNodeAction > > &Actions, FProperty *Property) const
 

Member Function Documentation

◆ AcceptMultipleInput()

bool UWeaponGraphSchema::AcceptMultipleInput ( const UEdGraphPin * Pin) const

◆ AddActionForClass()

TSharedPtr< FNewNodeAction > UWeaponGraphSchema::AddActionForClass ( TSubclassOf< class UWeaponRuntimeNode > Class) const

◆ AppendAssetPropertiesActions()

void UWeaponGraphSchema::AppendAssetPropertiesActions ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
const UWeaponAsset * Asset,
const UEdGraphPin * FromPin ) const

◆ AppendCharacteristicFunctions()

void UWeaponGraphSchema::AppendCharacteristicFunctions ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
const UWeaponAsset * Asset ) const

◆ AppendCharacteristicNumerics()

void UWeaponGraphSchema::AppendCharacteristicNumerics ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
const UWeaponAsset * Asset ) const

◆ AppendObjectFunctions()

void UWeaponGraphSchema::AppendObjectFunctions ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
const UWeaponAsset * Asset,
const UEdGraphPin * FromPin ) const

◆ CanCreateConnection()

const FPinConnectionResponse UWeaponGraphSchema::CanCreateConnection ( const UEdGraphPin * A,
const UEdGraphPin * B ) const
overridevirtual

◆ CreateAutomaticConversionNodeAndConnections()

bool UWeaponGraphSchema::CreateAutomaticConversionNodeAndConnections ( UEdGraphPin * A,
UEdGraphPin * B ) const
overridevirtual

◆ GetFieldCategory()

template<typename T >
FString UWeaponGraphSchema::GetFieldCategory ( const T * Property,
const FString & Prefix ) const
inline

◆ GetGraphContextActions()

void UWeaponGraphSchema::GetGraphContextActions ( FGraphContextMenuBuilder & ContextMenuBuilder) const
overridevirtual

◆ IsValidFunctionParam()

bool UWeaponGraphSchema::IsValidFunctionParam ( const FProperty * Param) const

◆ TryAppendMemberAsNumeric()

bool UWeaponGraphSchema::TryAppendMemberAsNumeric ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
FProperty * Property ) const

◆ TryAppendMemberAsObject()

bool UWeaponGraphSchema::TryAppendMemberAsObject ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
FProperty * Property ) const

◆ TryAppendMemberAsOverridableNumeric()

bool UWeaponGraphSchema::TryAppendMemberAsOverridableNumeric ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
FProperty * Property ) const

◆ TryAppendMemberAsStruct()

bool UWeaponGraphSchema::TryAppendMemberAsStruct ( TArray< TSharedPtr< FNewNodeAction > > & Actions,
FProperty * Property ) const