Weaponry Assembly System
WAS
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UWeaponNumericPropertyOverriderRuntimeNode Class Reference

#include <WeaponNumericPropertyOverriderRuntimeNode.h>

+ Inheritance diagram for UWeaponNumericPropertyOverriderRuntimeNode:
+ Collaboration diagram for UWeaponNumericPropertyOverriderRuntimeNode:

Additional Inherited Members

- Public Types inherited from UWeaponPropertyRuntimeNode
using FAnyNumeric = int64
 
- Public Member Functions inherited from UWeaponPropertyRuntimeNode
virtual void CallDelegate (void *Params) const
 
virtual void ClearCache () const override
 
FName DeduceDelegateName () const
 
virtual void ExecuteNode () override final
 
FORCEINLINE FMulticastDelegateProperty * GetDelegate () const
 
FORCEINLINE const FName & GetPropertyName () const
 
FORCEINLINE FProperty * GetRawProperty () const
 
void LoadDelegatePtr () const
 
void LoadPropertyPtr () const
 
FORCEINLINE void LoadPtrIfNull () const
 
virtual void PreExecuteNode () override
 
void ReadNewValue (const UWeaponRuntimePin *Pin)
 
void ReturnToDefaultValue ()
 
virtual void SetParamValue (const FAnyNumeric &AssignValue, void *ParamToAssign, uint16 ParamSize) const
 
FORCEINLINE void SetPropertyName (const FName &NewPropertyName)
 
- Public Member Functions inherited from UWeaponRuntimeNode
template<typename Fmt , typename ... Args>
void AbortExecution (Fmt &&Format, Args &&... args) const
 
void AbortExecution (FString &&Reason="") 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 ()
 
- Public Attributes inherited from UWeaponRuntimeNode
TArray< UWeaponRuntimePin * > InputPins
 
TArray< UWeaponRuntimePin * > OutputPins
 
- Protected Types inherited from UWeaponMemberNode
enum class  ELoadMember : uint8 { None , FromName , FromMemberRef = None }
 
- Protected Member Functions inherited from UWeaponPropertyRuntimeNode
void * GetMutableValuePtr (void *From) const
 
- Protected Member Functions inherited from UWeaponMemberNode
template<typename Member >
FORCEINLINE ELoadMember LoadMember (Member *&LoadTo, const FMemberReference &MemberRef, const FName FallbackName) const
 
template<typename Member >
FORCEINLINE ELoadMember LoadMemberChecked (Member *&LoadTo, const FMemberReference &MemberRef, const FName FallbackName) const
 
- Protected Member Functions inherited from UWeaponRuntimeNode
void FixInvalidPinsConnections ()
 
virtual void GetNodeDebugString (TArray< FString > &Strings) const
 
virtual void PostExecuteNode ()
 
void RemoveDuplicatedConections ()
 
void UpdateNodeFlowDebugString ()
 
- Protected Attributes inherited from UWeaponPropertyRuntimeNode
TOptional< FMulticastDelegateProperty * > DelegateCacheOpt
 
FMemberReference DelegateMember
 
FName DelegateName
 
FProperty * PropertyCache
 
FMemberReference PropertyMember
 
FName PropertyName
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

Detailed Description

Runtime node for accessing a numeric property wrapped in a struct. Retrieves the first numeric property found within the struct.