Weaponry Assembly System
WAS
Loading...
Searching...
No Matches
UWeaponObjectFunctionNode Class Reference

#include <WeaponObjectFunctionNode.h>

+ Inheritance diagram for UWeaponObjectFunctionNode:
+ Collaboration diagram for UWeaponObjectFunctionNode:

Additional Inherited Members

- Public Member Functions inherited from UWeaponCustomFunctionRuntimeNode
virtual void ClearCache () const override
 
void CollectDataToPin (const UWeaponRuntimePin *Pin) const
 
void EnsureClassIsKnown ()
 
UFunction * GetFunction () const
 
virtual FORCEINLINE UClass * GetFunctionExecutorClass () const
 
FProperty * GetMatchingProperty (const UWeaponRuntimePin *Pin) const
 
virtual void Init () override
 
bool InitBagFromStructIfNeeded ()
 
void LoadFunctionData ()
 
void LoadIfNotLoaded () const
 
void LoadParams (const UFunction &Function) const
 
void SetArrayFromParam (const UWeaponRuntimePin *PinData, void *Params, FArrayProperty *Property)
 
void SetArrayToParam (const UWeaponRuntimePin *PinData, void *Params, FArrayProperty *Property)
 
FORCEINLINE void SetFunctionName (const FName &NewFunctionName)
 
void SetNumericFromParam (const UWeaponRuntimePin *PinData, void *Params, FNumericProperty *Property)
 
void SetNumericToParam (const UWeaponRuntimePin *PinData, void *Params, FNumericProperty *Property)
 
void SetObjectFromParam (const UWeaponRuntimePin *PinData, void *Params, FObjectProperty *Property)
 
void SetObjectToParam (const UWeaponRuntimePin *PinData, void *Params, FObjectProperty *Property)
 
void SetPinCacheDataType (const UWeaponRuntimePin *Pin) const
 
void SetValueFromParam (const UWeaponRuntimePin *PinData, void *ParamsData, FProperty *ParameterProperty)
 Copies the function's output parameter value into the pin.
 
void SetValueToParam (const UWeaponRuntimePin *PinData, void *ParamsData, FProperty *ParameterProperty)
 Copies the pin value into the function parameter according to property type.
 
- 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 UWeaponAssetCharacteristicsGetCharacteristics () const
 
const class UWeaponAssetCharacteristicsGetCharacteristicsCDO () const
 
const class UWeaponAssetCharacteristicsGetDefaultCharacteristics () const
 
TSubclassOf< UWeaponAssetCharacteristicsGetDefaultCharacteristicsClass () const
 
const struct FWeaponExecutionContextGetDefaultExecutionContext () const
 
const struct FWeaponExecutionContextGetExecutionContext () const
 
class UWeaponRuntimeGraphGetGraph () const
 
class UWeaponRuntimeGraphGetGraphAnyContext () const
 
virtual FORCEINLINE UWeaponRuntimePinGetInput (int32 Index=0) const
 
FORCEINLINE UWeaponRuntimePinGetLastInput () const
 
virtual FORCEINLINE UWeaponRuntimePinGetMainInput () const
 
virtual FORCEINLINE UWeaponRuntimePinGetMainOutput () const
 
FORCEINLINE UWeaponRuntimeNodeGetNodeFromInput (int32 InputIndex) const
 
FORCEINLINE void GetNodeFromInput (int32 InputIndex, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const
 
UWeaponRuntimeNodeGetNodeFromInput (UWeaponRuntimePin *FromPin) const
 
void GetNodeFromInput (UWeaponRuntimePin *FromPin, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const
 
virtual FORCEINLINE UWeaponRuntimePinGetOutput (int32 Index=0) const
 
UWeaponRuntimePinGetPinByName (const FName &PinName, const TOptional< bool > &OptionalInputOnly) const
 
UWeaponRuntimePinGetPinConnection (const UWeaponRuntimePin *Pin, int32 ConnectionIndex=0) const
 
FORCEINLINE UWeaponRuntimePinGetPinConnection (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
 
bool IsAborting () const
 
void Reset ()
 
- Static Public Member Functions inherited from UWeaponCustomFunctionRuntimeNode
static bool IsArray (const FProperty *Property)
 
static bool IsArrayOfObjects (const FProperty *Property)
 
- Public Attributes inherited from UWeaponCustomFunctionRuntimeNode
FInstancedPropertyBag ParamsBag
 
TObjectPtr< const UStruct > SourceParamsStruct
 
- 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 UWeaponCustomFunctionRuntimeNode
virtual void ExecuteNode () override
 
FName GetFunctionName () const
 
FName & GetFunctionNameRef ()
 
void LoadFunction () const
 
virtual void PostInitProperties () override
 
virtual void PreExecuteNode () override
 
virtual void Serialize (FArchive &Ar) override
 
virtual void Serialize (FStructuredArchive::FRecord Record) override
 
- 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 UWeaponCustomFunctionRuntimeNode
const FMemberReference FunctionMember
 
UClass * FunctorClass
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

Detailed Description

Runtime node that calls a member function on a dynamically specified object. The target object is resolved from the main input pin's object value at execution time.