Weaponry Assembly System
WAS
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UWeaponRuntimeNode Class Reference

#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 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 ()
 

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
 

Member Function Documentation

◆ AbortExecution() [1/2]

template<typename Fmt , typename ... Args>
void UWeaponRuntimeNode::AbortExecution ( Fmt && Format,
Args &&... args ) const
inline

◆ AbortExecution() [2/2]

void UWeaponRuntimeNode::AbortExecution ( FString && Reason = "") const

◆ ClearCache()

void UWeaponRuntimeNode::ClearCache ( ) const
virtual

◆ Execute()

FORCEINLINE void UWeaponRuntimeNode::Execute ( )
inline

◆ ExecuteNode()

◆ FixInvalidPinsConnections()

void UWeaponRuntimeNode::FixInvalidPinsConnections ( )
inlineprotected

◆ GetAllPins()

FORCEINLINE_DEBUGGABLE TArray< UWeaponRuntimePin * > UWeaponRuntimeNode::GetAllPins ( ) const
inline

Returns all input and output pins.

◆ GetCharacteristics()

UWeaponAssetCharacteristics * UWeaponRuntimeNode::GetCharacteristics ( ) const

◆ GetCharacteristicsCDO()

const UWeaponAssetCharacteristics * UWeaponRuntimeNode::GetCharacteristicsCDO ( ) const

◆ GetDefaultCharacteristics()

const UWeaponAssetCharacteristics * UWeaponRuntimeNode::GetDefaultCharacteristics ( ) const

◆ GetDefaultCharacteristicsClass()

TSubclassOf< UWeaponAssetCharacteristics > UWeaponRuntimeNode::GetDefaultCharacteristicsClass ( ) const

◆ GetDefaultExecutionContext()

const struct FWeaponExecutionContext & UWeaponRuntimeNode::GetDefaultExecutionContext ( ) const

◆ GetExecutionContext()

const FWeaponExecutionContext & UWeaponRuntimeNode::GetExecutionContext ( ) const

◆ GetGraph()

UWeaponRuntimeGraph * UWeaponRuntimeNode::GetGraph ( ) const

◆ GetGraphAnyContext()

class UWeaponRuntimeGraph * UWeaponRuntimeNode::GetGraphAnyContext ( ) const

◆ GetInput()

virtual FORCEINLINE UWeaponRuntimePin * UWeaponRuntimeNode::GetInput ( int32 Index = 0) const
inlinevirtual

◆ GetLastInput()

FORCEINLINE UWeaponRuntimePin * UWeaponRuntimeNode::GetLastInput ( ) const
inline

◆ GetMainInput()

virtual FORCEINLINE UWeaponRuntimePin * UWeaponRuntimeNode::GetMainInput ( ) const
inlinevirtual

◆ GetMainOutput()

virtual FORCEINLINE UWeaponRuntimePin * UWeaponRuntimeNode::GetMainOutput ( ) const
inlinevirtual

◆ GetNodeDebugString()

void UWeaponRuntimeNode::GetNodeDebugString ( TArray< FString > & Strings) const
protectedvirtual

◆ GetNodeFromInput() [1/4]

FORCEINLINE UWeaponRuntimeNode * UWeaponRuntimeNode::GetNodeFromInput ( int32 InputIndex) const
inline

◆ GetNodeFromInput() [2/4]

FORCEINLINE void UWeaponRuntimeNode::GetNodeFromInput ( int32 InputIndex,
TArray< UWeaponRuntimeNode * > & ConnectedNodes ) const
inline

◆ GetNodeFromInput() [3/4]

UWeaponRuntimeNode * UWeaponRuntimeNode::GetNodeFromInput ( UWeaponRuntimePin * FromPin) const

◆ GetNodeFromInput() [4/4]

void UWeaponRuntimeNode::GetNodeFromInput ( UWeaponRuntimePin * FromPin,
TArray< UWeaponRuntimeNode * > & ConnectedNodes ) const

◆ GetOutput()

virtual FORCEINLINE UWeaponRuntimePin * UWeaponRuntimeNode::GetOutput ( int32 Index = 0) const
inlinevirtual

◆ GetPinByName()

UWeaponRuntimePin * UWeaponRuntimeNode::GetPinByName ( const FName & PinName,
const TOptional< bool > & OptionalInputOnly ) const

Finds a pin by name and optional input/output filter.

◆ GetPinConnection() [1/2]

UWeaponRuntimePin * UWeaponRuntimeNode::GetPinConnection ( const UWeaponRuntimePin * Pin,
int32 ConnectionIndex = 0 ) const

Returns the pin connected to the specified pin at the given index.

◆ GetPinConnection() [2/2]

FORCEINLINE UWeaponRuntimePin * UWeaponRuntimeNode::GetPinConnection ( int32 Pin,
int32 ConnectionIndex = 0 ) const
inline

Returns the connected pin for the specified input index.

See also
GetPinConnection(const UWeaponRuntimePin*, int32) for more details and connection index usage.

◆ GetPinConnections() [1/2]

FORCEINLINE const TArray< UWeaponRuntimePin * > & UWeaponRuntimeNode::GetPinConnections ( const int32 Pin = 0) const
inline

Returns all connections for the specified input index.

◆ GetPinConnections() [2/2]

const TArray< UWeaponRuntimePin * > & UWeaponRuntimeNode::GetPinConnections ( const UWeaponRuntimePin * Pin) const

Returns all pins connected to the specified pin.

◆ GetValidPin()

virtual void UWeaponRuntimeNode::GetValidPin ( TArray< UWeaponRuntimePin * > & Pins)
inlinevirtual

Returns pins used for value retrieval. Override for control flow nodes.

Reimplemented in UWeaponIfRuntimeNode, and UWeaponSelectEnumRuntimeNode.

◆ GetWorldContext()

UObject * UWeaponRuntimeNode::GetWorldContext ( ) const

◆ HasInput()

FORCEINLINE bool UWeaponRuntimeNode::HasInput ( ) const
inline

◆ HasOutput()

FORCEINLINE bool UWeaponRuntimeNode::HasOutput ( ) const
inline

◆ Init()

virtual void UWeaponRuntimeNode::Init ( )
inlinevirtual

◆ IsAborting()

bool UWeaponRuntimeNode::IsAborting ( ) const

◆ PostExecuteNode()

virtual void UWeaponRuntimeNode::PostExecuteNode ( )
inlineprotectedvirtual

◆ PreExecuteNode()

void UWeaponRuntimeNode::PreExecuteNode ( )
protectedvirtual

◆ RemoveDuplicatedConections()

void UWeaponRuntimeNode::RemoveDuplicatedConections ( )
inlineprotected

◆ Reset()

void UWeaponRuntimeNode::Reset ( )
inline

◆ UpdateNodeFlowDebugString()

void UWeaponRuntimeNode::UpdateNodeFlowDebugString ( )
protected

Member Data Documentation

◆ InputPins

TArray<UWeaponRuntimePin*> UWeaponRuntimeNode::InputPins

◆ NodeFlowDebugString

FString UWeaponRuntimeNode::NodeFlowDebugString
protected

◆ OutputPins

TArray<UWeaponRuntimePin*> UWeaponRuntimeNode::OutputPins