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Weaponry Assembly System
WAS
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#include <WeaponRuntimeNode.h>
Inheritance diagram for UWeaponRuntimeNode:
Collaboration diagram for UWeaponRuntimeNode:Public Member Functions | |
| 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 | |
| TArray< UWeaponRuntimePin * > | InputPins |
| TArray< UWeaponRuntimePin * > | OutputPins |
Protected Member Functions | |
| virtual void | ExecuteNode () |
| void | FixInvalidPinsConnections () |
| virtual void | GetNodeDebugString (TArray< FString > &Strings) const |
| virtual void | PostExecuteNode () |
| virtual void | PreExecuteNode () |
| void | RemoveDuplicatedConections () |
| void | UpdateNodeFlowDebugString () |
Protected Attributes | |
| FString | NodeFlowDebugString |
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inline |
| void UWeaponRuntimeNode::AbortExecution | ( | FString && | Reason = "" | ) | const |
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virtual |
Reimplemented in UWeaponCustomFunctionRuntimeNode, and UWeaponPropertyRuntimeNode.
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inline |
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inlineprotectedvirtual |
Reimplemented in UWeaponAttachmentRuntimeNode, UWeaponComponentRuntimeNode, UWeaponComponentTagRuntimeNode, UWeaponCustomFunctionRuntimeNode, UWeaponEndRuntimeNodeVisuals, UWeaponIfRuntimeNode, UWeaponMathRuntimeNode, UWeaponModAtSlotRuntimeNode, UWeaponNotNode, UWeaponPropertyRuntimeNode, UWeaponSelectBoolByMod, UWeaponSelectClassByMod, UWeaponSelectDoubleByMod, UWeaponSelectEnumRuntimeNode, UWeaponSelectIntByMod, UWeaponSelectObjectByMod, and UWeaponSetMaterialNode.
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inlineprotected |
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inline |
Returns all input and output pins.
| UWeaponAssetCharacteristics * UWeaponRuntimeNode::GetCharacteristics | ( | ) | const |
| const UWeaponAssetCharacteristics * UWeaponRuntimeNode::GetCharacteristicsCDO | ( | ) | const |
| const UWeaponAssetCharacteristics * UWeaponRuntimeNode::GetDefaultCharacteristics | ( | ) | const |
| TSubclassOf< UWeaponAssetCharacteristics > UWeaponRuntimeNode::GetDefaultCharacteristicsClass | ( | ) | const |
| const struct FWeaponExecutionContext & UWeaponRuntimeNode::GetDefaultExecutionContext | ( | ) | const |
| const FWeaponExecutionContext & UWeaponRuntimeNode::GetExecutionContext | ( | ) | const |
| UWeaponRuntimeGraph * UWeaponRuntimeNode::GetGraph | ( | ) | const |
| class UWeaponRuntimeGraph * UWeaponRuntimeNode::GetGraphAnyContext | ( | ) | const |
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inlinevirtual |
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inline |
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inlinevirtual |
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inlinevirtual |
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protectedvirtual |
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inline |
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inline |
| UWeaponRuntimeNode * UWeaponRuntimeNode::GetNodeFromInput | ( | UWeaponRuntimePin * | FromPin | ) | const |
| void UWeaponRuntimeNode::GetNodeFromInput | ( | UWeaponRuntimePin * | FromPin, |
| TArray< UWeaponRuntimeNode * > & | ConnectedNodes ) const |
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inlinevirtual |
| UWeaponRuntimePin * UWeaponRuntimeNode::GetPinByName | ( | const FName & | PinName, |
| const TOptional< bool > & | OptionalInputOnly ) const |
Finds a pin by name and optional input/output filter.
| UWeaponRuntimePin * UWeaponRuntimeNode::GetPinConnection | ( | const UWeaponRuntimePin * | Pin, |
| int32 | ConnectionIndex = 0 ) const |
Returns the pin connected to the specified pin at the given index.
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inline |
Returns the connected pin for the specified input index.
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inline |
Returns all connections for the specified input index.
| const TArray< UWeaponRuntimePin * > & UWeaponRuntimeNode::GetPinConnections | ( | const UWeaponRuntimePin * | Pin | ) | const |
Returns all pins connected to the specified pin.
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inlinevirtual |
Returns pins used for value retrieval. Override for control flow nodes.
Reimplemented in UWeaponIfRuntimeNode, and UWeaponSelectEnumRuntimeNode.
| UObject * UWeaponRuntimeNode::GetWorldContext | ( | ) | const |
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inline |
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inline |
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inlinevirtual |
Reimplemented in UWeaponCustomFunctionRuntimeNode.
| bool UWeaponRuntimeNode::IsAborting | ( | ) | const |
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inlineprotectedvirtual |
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protectedvirtual |
Reimplemented in UWeaponCustomFunctionRuntimeNode, and UWeaponPropertyRuntimeNode.
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inlineprotected |
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inline |
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protected |
| TArray<UWeaponRuntimePin*> UWeaponRuntimeNode::InputPins |
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protected |
| TArray<UWeaponRuntimePin*> UWeaponRuntimeNode::OutputPins |