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

Generates a static mesh component from a static mesh asset. More...

#include <WeaponStaticMeshRuntimeNode.h>

+ Inheritance diagram for UWeaponStaticMeshRuntimeNode:
+ Collaboration diagram for UWeaponStaticMeshRuntimeNode:

Protected Types

using PrimitiveType = UStaticMeshComponent
 
using Renderer = UStaticMesh
 

Protected Member Functions

void BuildPrimitive (PrimitiveType *Component, Renderer *Object) const
 
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< UWeaponStaticMeshRuntimeNode >
void ExecuteInternal () const
 

Protected Attributes

friend FWeaponRuntimeNodeKernel
 
friend Super
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

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)
 

Detailed Description

Generates a static mesh component from a static mesh asset.

Member Typedef Documentation

◆ PrimitiveType

using UWeaponStaticMeshRuntimeNode::PrimitiveType = UStaticMeshComponent
protected

◆ Renderer

using UWeaponStaticMeshRuntimeNode::Renderer = UStaticMesh
protected

Member Function Documentation

◆ BuildPrimitive()

void UWeaponStaticMeshRuntimeNode::BuildPrimitive ( PrimitiveType * Component,
Renderer * Object ) const
protected

◆ ExecuteNode_Internal()

virtual void UWeaponStaticMeshRuntimeNode::ExecuteNode_Internal ( )
inlinefinaloverrideprotectedvirtual

Derived classes implement component-specific execution here.

Reimplemented from UWeaponComponentRuntimeNode.

Member Data Documentation

◆ FWeaponRuntimeNodeKernel

friend UWeaponStaticMeshRuntimeNode::FWeaponRuntimeNodeKernel
protected

◆ Super

friend UWeaponStaticMeshRuntimeNode::Super
protected