Weaponry Assembly System
WAS
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UWeaponMemberNode Class Reference

#include <WeaponMemberNode.h>

+ Inheritance diagram for UWeaponMemberNode:
+ Collaboration diagram for UWeaponMemberNode:

Classes

struct  FArgumentsContainer
 

Protected Types

enum class  ELoadMember : uint8 { None , FromName , FromMemberRef = None }
 

Protected Member Functions

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
virtual void ExecuteNode ()
 
void FixInvalidPinsConnections ()
 
virtual void GetNodeDebugString (TArray< FString > &Strings) const
 
virtual void PostExecuteNode ()
 
virtual void PreExecuteNode ()
 
void RemoveDuplicatedConections ()
 
void UpdateNodeFlowDebugString ()
 

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
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

Detailed Description

Base class for nodes that access Characteristics members.

Member Enumeration Documentation

◆ ELoadMember

enum class UWeaponMemberNode::ELoadMember : uint8
strongprotected
Enumerator
None 
FromName 
FromMemberRef 

Member Function Documentation

◆ LoadMember()

template<typename Member >
FORCEINLINE ELoadMember UWeaponMemberNode::LoadMember ( Member *& LoadTo,
const FMemberReference & MemberRef,
const FName FallbackName ) const
inlineprotected

Attempts to resolve a member from reference or name, using unchecked casting.

◆ LoadMemberChecked()

template<typename Member >
FORCEINLINE ELoadMember UWeaponMemberNode::LoadMemberChecked ( Member *& LoadTo,
const FMemberReference & MemberRef,
const FName FallbackName ) const
inlineprotected

Same as LoadMember but uses checked casting for stricter type validation.