Weaponry Assembly System
WAS
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UWeaponPropertyRuntimeNode Class Reference

#include <WeaponPropertyRuntimeNode.h>

+ Inheritance diagram for UWeaponPropertyRuntimeNode:
+ Collaboration diagram for UWeaponPropertyRuntimeNode:

Public Types

using FAnyNumeric = int64
 

Public Member Functions

virtual void CallDelegate (void *Params) const
 
virtual void ClearCache () const override
 
FName DeduceDelegateName () const
 
virtual void ExecuteNode () override final
 
FORCEINLINE FMulticastDelegateProperty * GetDelegate () const
 
virtual FORCEINLINE FProperty * GetProperty () const
 
FORCEINLINE const FName & GetPropertyName () const
 
FORCEINLINE FProperty * GetRawProperty () const
 
void LoadDelegatePtr () const
 
void LoadPropertyPtr () const
 
FORCEINLINE void LoadPtrIfNull () const
 
virtual void OnPropertyChanged ()
 
virtual void OnPropertyPreChanged ()
 
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)
 
virtual void SetValueToPinFromProperty (void const *SrcValuePtr, const UWeaponRuntimePin *DestPin)
 
virtual void SetValueToPropertyFromPin (void *DestValuePtr, const UWeaponRuntimePin *SrcPin) const
 
- 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
 
virtual void Init ()
 
bool IsAborting () const
 
void Reset ()
 

Protected Member Functions

void * GetMutableValuePtr (void *From) const
 
virtual const void * GetValuePtr (const 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

TOptional< FMulticastDelegateProperty * > DelegateCacheOpt
 
FMemberReference DelegateMember
 
FName DelegateName
 
FProperty * PropertyCache
 
FMemberReference PropertyMember
 
FName PropertyName
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

Additional Inherited Members

- Public Attributes inherited from UWeaponRuntimeNode
TArray< UWeaponRuntimePin * > InputPins
 
TArray< UWeaponRuntimePin * > OutputPins
 
- Protected Types inherited from UWeaponMemberNode
enum class  ELoadMember : uint8 { None , FromName , FromMemberRef = None }
 

Member Typedef Documentation

◆ FAnyNumeric

Member Function Documentation

◆ CallDelegate()

void UWeaponPropertyRuntimeNode::CallDelegate ( void * Params) const
virtual

Calls the delegate for property modification.

◆ ClearCache()

virtual void UWeaponPropertyRuntimeNode::ClearCache ( ) const
inlineoverridevirtual

Reimplemented from UWeaponRuntimeNode.

◆ DeduceDelegateName()

FName UWeaponPropertyRuntimeNode::DeduceDelegateName ( ) const

◆ ExecuteNode()

void UWeaponPropertyRuntimeNode::ExecuteNode ( )
finaloverridevirtual

Reimplemented from UWeaponRuntimeNode.

◆ GetDelegate()

FORCEINLINE FMulticastDelegateProperty * UWeaponPropertyRuntimeNode::GetDelegate ( ) const
inline

◆ GetMutableValuePtr()

void * UWeaponPropertyRuntimeNode::GetMutableValuePtr ( void * From) const
inlineprotected

◆ GetProperty()

virtual FORCEINLINE FProperty * UWeaponPropertyRuntimeNode::GetProperty ( ) const
inlinevirtual

◆ GetPropertyName()

FORCEINLINE const FName & UWeaponPropertyRuntimeNode::GetPropertyName ( ) const
inline

◆ GetRawProperty()

FORCEINLINE FProperty * UWeaponPropertyRuntimeNode::GetRawProperty ( ) const
inline

◆ GetValuePtr()

virtual const void * UWeaponPropertyRuntimeNode::GetValuePtr ( const void * From) const
inlineprotectedvirtual

◆ LoadDelegatePtr()

void UWeaponPropertyRuntimeNode::LoadDelegatePtr ( ) const

◆ LoadPropertyPtr()

void UWeaponPropertyRuntimeNode::LoadPropertyPtr ( ) const

◆ LoadPtrIfNull()

FORCEINLINE void UWeaponPropertyRuntimeNode::LoadPtrIfNull ( ) const
inline

◆ OnPropertyChanged()

virtual void UWeaponPropertyRuntimeNode::OnPropertyChanged ( )
inlinevirtual

◆ OnPropertyPreChanged()

virtual void UWeaponPropertyRuntimeNode::OnPropertyPreChanged ( )
inlinevirtual

◆ PreExecuteNode()

void UWeaponPropertyRuntimeNode::PreExecuteNode ( )
overridevirtual

Reimplemented from UWeaponRuntimeNode.

◆ ReadNewValue()

void UWeaponPropertyRuntimeNode::ReadNewValue ( const UWeaponRuntimePin * Pin)

◆ ReturnToDefaultValue()

void UWeaponPropertyRuntimeNode::ReturnToDefaultValue ( )

◆ SetParamValue()

virtual void UWeaponPropertyRuntimeNode::SetParamValue ( const FAnyNumeric & AssignValue,
void * ParamToAssign,
uint16 ParamSize ) const
inlinevirtual

Copies an expected delegate argument from a variant into raw memory.

◆ SetPropertyName()

FORCEINLINE void UWeaponPropertyRuntimeNode::SetPropertyName ( const FName & NewPropertyName)
inline

Updates the expected property name without reloading the cached pointer.

◆ SetValueToPinFromProperty()

virtual void UWeaponPropertyRuntimeNode::SetValueToPinFromProperty ( void const * SrcValuePtr,
const UWeaponRuntimePin * DestPin )
inlinevirtual

◆ SetValueToPropertyFromPin()

virtual void UWeaponPropertyRuntimeNode::SetValueToPropertyFromPin ( void * DestValuePtr,
const UWeaponRuntimePin * SrcPin ) const
inlinevirtual

Member Data Documentation

◆ DelegateCacheOpt

TOptional<FMulticastDelegateProperty*> UWeaponPropertyRuntimeNode::DelegateCacheOpt
mutableprotected

◆ DelegateMember

FMemberReference UWeaponPropertyRuntimeNode::DelegateMember
protected

◆ DelegateName

FName UWeaponPropertyRuntimeNode::DelegateName
protected

◆ PropertyCache

FProperty* UWeaponPropertyRuntimeNode::PropertyCache
mutableprotected

◆ PropertyMember

FMemberReference UWeaponPropertyRuntimeNode::PropertyMember
protected

◆ PropertyName

FName UWeaponPropertyRuntimeNode::PropertyName
protected