Weaponry Assembly System
WAS
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UWeaponSetMaterialNode Class Reference

Node that assigns a material to a primitive component slot. More...

#include <WeaponSetMaterialNode.h>

+ Inheritance diagram for UWeaponSetMaterialNode:
+ Collaboration diagram for UWeaponSetMaterialNode:

Protected Member Functions

virtual void ExecuteNode () override
 
- 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 Attributes

TSoftObjectPtr< class UMaterialInterface > Material = nullptr
 
FName MaterialSlotName = NAME_None
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

Additional Inherited Members

- 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 ()
 
- Public Attributes inherited from UWeaponRuntimeNode
TArray< UWeaponRuntimePin * > InputPins
 
TArray< UWeaponRuntimePin * > OutputPins
 

Detailed Description

Node that assigns a material to a primitive component slot.

Member Function Documentation

◆ ExecuteNode()

void UWeaponSetMaterialNode::ExecuteNode ( )
overrideprotectedvirtual

Reimplemented from UWeaponRuntimeNode.

Member Data Documentation

◆ Material

TSoftObjectPtr<class UMaterialInterface> UWeaponSetMaterialNode::Material = nullptr
protected

◆ MaterialSlotName

FName UWeaponSetMaterialNode::MaterialSlotName = NAME_None
protected