继承于U2KNode的类,调用蓝图函数库内的方法,这里写了多输出引脚,但是没有测试具体输出哪个引脚。
.h
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "K2Node.h"
#include "MyNode.generated.h"/*** */
UCLASS()
class NEWCOUSTNODE_API UMyNode : public UK2Node
{GENERATED_BODY()public:// //鼠标放到上面的说明/注释// virtual FText GetTooltipText()const override;// //节点名称// virtual FText GetNodeTitle(ENodeTitleType::Type TitleType)const override;// //将节点添加到蓝图视图// virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegister)const override;// //蓝图节点的标签// virtual FText GetMenuCategory()const;// //展开节点// virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)override;// //分配默认引脚// virtual void AllocateDefaultPins()override;// //引脚更改时会调用// virtual void PinDefaultValueChanged(UEdGraphPin* ChangedPin)override;// //连接情况更改以后// virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin)override;//// //创建一个可视小部件来在图形编辑器或图形面板中表示这个节点。如果没有实现,则将使用默认的节点工厂// virtual TSharedPtr<SGraphNode> CreateVisualWidget() { return TSharedPtr<SGraphNode>(); }// // 为表示此节点的小部件创建背景图像// virtual TSharedPtr<SWidget> CreateNodeImage() const { return TSharedPtr<SWidget>(); }// //右键菜单, 比如添加RemovePin// virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;//鼠标放到上面的说明/注释virtual FText GetTooltipText() const override { return FText::FromString(TEXT("This node is used for everyone to learn")); }//节点名称virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override { return FText::FromString(TEXT("My Node")); }//蓝图节点的标签virtual FText GetMenuCategory() const { return FText::FromString(TEXT("This is My ClassMenu")); }//重写UK2Node的GetMenuActions函数,使其可以在右键菜单里找到这个蓝图节点virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;//分配默认引脚virtual void AllocateDefaultPins() override;//节点调用函数virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)override;};
.cpp
// Fill out your copyright notice in the Description page of Project Settings.#include "NewCoustNode/Public/MyNode.h"#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "K2Node_CallFunction.h"
#include "KismetCompiler.h"
#include "MyBlueprintFunctionLibrary.h"//通用,可以固定格式
void UMyNode::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{Super::GetMenuActions(ActionRegistrar);UClass* ActionKey = GetClass();//ActionRegistrar需要includeif (ActionRegistrar.IsOpenForRegistration(ActionKey)){//UBlueprintNodeSpawner需要includeUBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());check(NodeSpawner != nullptr);ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);}
}void UMyNode::AllocateDefaultPins()
{Super::AllocateDefaultPins();//创建输入引脚CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);//创建输出引脚01UEdGraphPin* staring = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);staring->PinFriendlyName = FText::FromString("staring");//创建输出引脚02UEdGraphPin* Finished = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);Finished->PinFriendlyName = FText::FromString("finished");
}void UMyNode::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{Super::ExpandNode(CompilerContext, SourceGraph);UEdGraphPin* ExecPin = GetExecPin();UEdGraphPin* ThenPin = GetThenPin();if (ExecPin && ThenPin) {// 调用一个BlueprintFunctionLibrary节点,需要include "UMyBlueprintFunctionLibrary"FName MyFunctionName = GET_FUNCTION_NAME_CHECKED(UMyBlueprintFunctionLibrary, starting);//UK2Node_CallFunction需要include,CompilerContext需要include并且模块内要添加"BlueprintGraph","UnrealEd","GraphEditor","KismetCompiler"UK2Node_CallFunction* CallFuncNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);CallFuncNode->FunctionReference.SetExternalMember(MyFunctionName, UMyBlueprintFunctionLibrary::StaticClass());CallFuncNode->AllocateDefaultPins();CompilerContext.MovePinLinksToIntermediate(*ExecPin, *(CallFuncNode->GetExecPin()));FName MyFunctionName01 = GET_FUNCTION_NAME_CHECKED(UMyBlueprintFunctionLibrary, Finished);UK2Node_CallFunction* CallFuncNode01 = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this,SourceGraph);CallFuncNode01->FunctionReference.SetExternalMember(MyFunctionName01, UMyBlueprintFunctionLibrary::StaticClass());CallFuncNode01->AllocateDefaultPins();CompilerContext.MovePinLinksToIntermediate(*ExecPin, *(CallFuncNode01->GetExecPin()));// move pinsCompilerContext.MovePinLinksToIntermediate(*ThenPin, *(CallFuncNode->GetThenPin()));CompilerContext.MovePinLinksToIntermediate(*ThenPin, *(CallFuncNode01->GetThenPin()));}
}
Function
.h
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"/*** */
UCLASS()
class NEWCOUSTNODE_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{GENERATED_BODY()public:UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))static void starting();UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))static void Finished();
};
.cpp
// Fill out your copyright notice in the Description page of Project Settings.#include "MyBlueprintFunctionLibrary.h"void UMyBlueprintFunctionLibrary::starting()
{if (GEngine) {const int32 AlwaysAddKey = -1;GEngine->AddOnScreenDebugMessage(AlwaysAddKey,5.0f,FColor::Purple,TEXT("starting..."));}
}void UMyBlueprintFunctionLibrary::Finished()
{if (GEngine) {const int32 AlwaysAddKey = -1;GEngine->AddOnScreenDebugMessage(AlwaysAddKey,5.0f,FColor::Red,TEXT("finished..."));}
}