Weaponry Assembly System
WAS
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UWeaponComponentRuntimeNode Class Reference

#include <WeaponComponentRuntimeNode.h>

+ Inheritance diagram for UWeaponComponentRuntimeNode:
+ Collaboration diagram for UWeaponComponentRuntimeNode:

Public Member Functions

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 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 ()
 

Static Public Member Functions

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.
 

Protected Member Functions

virtual void ExecuteNode_Internal ()
 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 ()
 

Static Protected Member Functions

template<typename Renderer , typename PrimitiveType , typename SelfType >
static void ExecuteNode_Impl (const SelfType &Self)
 

Additional Inherited Members

- Public Attributes inherited from UWeaponRuntimeNode
TArray< UWeaponRuntimePin * > InputPins
 
TArray< UWeaponRuntimePin * > OutputPins
 
- Protected Attributes inherited from UWeaponRuntimeNode
FString NodeFlowDebugString
 

Member Function Documentation

◆ CreateAndAttachObject_Impl()

template<typename Renderer , typename PrimitiveType , typename SelfType , typename ObjectArrayType = TPersistantArray<Renderer>>
static TPersistantArray< PrimitiveType > UWeaponComponentRuntimeNode::CreateAndAttachObject_Impl ( SelfType && Self,
ObjectArrayType && LoadedObjects,
UObject * WorldContext )
inlinestatic

Instantiates and attaches primitive components from loaded object assets.

◆ ExecuteNode()

void UWeaponComponentRuntimeNode::ExecuteNode ( )
finaloverridevirtual

Reimplemented from UWeaponRuntimeNode.

◆ ExecuteNode_Impl()

template<typename Renderer , typename PrimitiveType , typename SelfType >
static void UWeaponComponentRuntimeNode::ExecuteNode_Impl ( const SelfType & Self)
inlinestaticprotected

◆ ExecuteNode_Internal()

virtual void UWeaponComponentRuntimeNode::ExecuteNode_Internal ( )
inlineprotectedvirtual

Derived classes implement component-specific execution here.

Reimplemented in UWeaponNiagaraRuntimeNode, UWeaponSkeletalMeshRuntimeNode, and UWeaponStaticMeshRuntimeNode.