系列文章目录
UE蓝图 Get节点和源码
UE蓝图 Set节点和源码
UE蓝图 Cast节点和源码
UE蓝图 分支(Branch)节点和源码
UE蓝图 入口(FunctionEntry)节点和源码
文章目录
- 系列文章目录
- 一、FunctionEntry节点功能
- 二、入口节点用法
- 1. 创建函数
- 2. 命名函数
- 3. 定义参数
- 4. 编写函数逻辑
- 5. 连接节点
- 6. 返回值
- 7. 调用函数
- 三、使用场景
- 1. 游戏逻辑处理
- 2. 用户界面交互
- 3. 系统功能实现
- 4. 物理和碰撞处理
- 5. 人工智能和机器学习
- 6. 网络和多人游戏
- 7. 工具和功能扩展
- 四、实现过程
- 五、相关源码
一、FunctionEntry节点功能
在UE(Unreal Engine)蓝图中,K2Node_FunctionEntry
是UE蓝图中函数或宏的入口节点,通常被称为“函数入口节点”或“FunctionEntry”。这个节点是一个事件节点,它标志着函数或宏的开始执行。当这个函数或宏被调用时,FunctionEntry
节点会被激活,从而触发函数或宏内部的逻辑执行。
K2Node_FunctionEntry
节点通常位于函数或宏的开始位置,并且只有一个指向函数或宏内部节点的白色箭头。当函数或宏被激活时,FunctionEntry
节点会按照连接流的顺序执行后续的节点。这意味着在函数或宏被调用后,首先会执行FunctionEntry
节点,然后按照连接关系依次执行后续的节点,直到函数或宏执行完毕。
二、入口节点用法
UE蓝图中的FunctionEntry
节点是函数的起点,用于定义函数的行为和逻辑。以下是关于FunctionEntry
节点用法的详细解释:
1. 创建函数
首先,在蓝图中创建一个新函数。这通常通过在蓝图编辑器中右键单击并选择“添加新函数”来完成。
2. 命名函数
为新函数提供一个有意义的名称,这将帮助你在后续的编程过程中更容易地识别和管理函数。
3. 定义参数
在FunctionEntry
节点中,你可以定义函数的输入和输出参数。输入参数是传递给函数的数据,而输出参数是函数处理完数据后返回的结果。
4. 编写函数逻辑
在FunctionEntry
节点下方,你可以开始添加执行函数所需的逻辑节点。这些节点可以是变量设置、条件判断、循环执行等。
5. 连接节点
使用白色箭头将节点连接起来,以定义数据流的顺序。例如,你可能将一个变量的值传递给一个运算节点,然后将运算结果传递给另一个节点。
6. 返回值
如果函数有输出参数或返回值,确保在函数的最后部分正确设置这些值。这样,当函数执行完毕时,调用者可以接收这些值。
7. 调用函数
要在蓝图的其他部分调用这个函数,你需要使用Call Function
节点。将Call Function
节点的输出连接到FunctionEntry
节点,这样当Call Function
节点被激活时,它将触发函数的执行。
三、使用场景
一些常见的FunctionEntry
节点应用场景:
1. 游戏逻辑处理
在游戏开发中,FunctionEntry
节点常被用于处理游戏逻辑,如玩家控制、敌人行为、碰撞检测等。通过将游戏逻辑分解为不同的函数,可以使代码更加清晰,便于调试和维护。
2. 用户界面交互
在创建用户界面(UI)时,FunctionEntry
节点可以用于处理用户输入和界面交互。例如,当玩家点击一个按钮时,可以调用一个函数来处理相应的点击事件,如打开一个新的菜单或执行某个动作。
3. 系统功能实现
FunctionEntry
节点也可以用于实现游戏中的各种系统功能,如保存和加载游戏进度、处理游戏设置、管理资源等。通过将这些功能分解为独立的函数,可以提高代码的可重用性和可维护性。
4. 物理和碰撞处理
在物理模拟和碰撞检测方面,FunctionEntry
节点可以用于实现物理引擎的各种功能,如刚体运动、碰撞响应等。通过将物理模拟的逻辑分解为不同的函数,可以提高代码的可读性和性能。
5. 人工智能和机器学习
在涉及人工智能(AI)和机器学习(ML)的应用中,FunctionEntry
节点可以用于实现复杂的算法和逻辑。例如,在路径规划、决策树、神经网络等方面,通过将算法分解为不同的函数,可以更容易地实现和调试这些高级功能。
6. 网络和多人游戏
在网络游戏和多人在线游戏中,FunctionEntry
节点可以用于处理网络通信、玩家同步、状态更新等逻辑。通过将网络相关的逻辑分解为独立的函数,可以简化代码结构,提高游戏的稳定性和可扩展性。
7. 工具和功能扩展
此外,FunctionEntry
节点还可以用于创建自定义的工具和功能扩展。例如,开发者可以创建自己的函数来处理特定的任务,如资源生成、场景编辑、调试工具等。
四、实现过程
- 创建输入输出引脚
void UK2Node_FunctionEntry::AllocateDefaultPins()
{// Update our default values before copying them into pinsUpdateLoadedDefaultValues();CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);// Find any pins inherited from parentif (UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode())){CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true);}Super::AllocateDefaultPins();if (FFunctionEntryHelper::RequireWorldContextParameter(this) && ensure(!FindPin(FFunctionEntryHelper::GetWorldContextPinName()))){UEdGraphPin* WorldContextPin = CreatePin(EGPD_Output,UEdGraphSchema_K2::PC_Object,UObject::StaticClass(),FFunctionEntryHelper::GetWorldContextPinName());WorldContextPin->bHidden = true;}
}
-
调用FKCHandler_FunctionEntry.RegisterNets注册Net
-
调用Compile编译创建Statement
UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);
if (EntryNode->FunctionReference.GetMemberName() == UEdGraphSchema_K2::FN_ExecuteUbergraphBase)
{UEdGraphPin* EntryPointPin = Node->FindPin(UEdGraphSchema_K2::PN_EntryPoint);FBPTerminal** pTerm = Context.NetMap.Find(EntryPointPin);if ((EntryPointPin != nullptr) && (pTerm != nullptr)){FBlueprintCompiledStatement& ComputedGotoStatement = Context.AppendStatementForNode(Node);ComputedGotoStatement.Type = KCST_ComputedGoto;ComputedGotoStatement.LHS = *pTerm;}
}
else
{// Generate the output impulse from this nodeGenerateSimpleThenGoto(Context, *Node);
}
五、相关源码
源码文件:
K2Node_FunctionEntry.h
K2Node_FunctionEntry.cpp
相关类:
FKCHandler_FunctionEntry
K2Node_FunctionEntry
class FKCHandler_FunctionEntry : public FNodeHandlingFunctor
{
public:FKCHandler_FunctionEntry(FKismetCompilerContext& InCompilerContext): FNodeHandlingFunctor(InCompilerContext){}void RegisterFunctionInput(FKismetFunctionContext& Context, UEdGraphPin* Net, UFunction* Function){// This net is a parameter into the functionFBPTerminal* Term = new FBPTerminal();Context.Parameters.Add(Term);Term->CopyFromPin(Net, Net->PinName);// Flag pass by reference parameters specially//@TODO: Still doesn't handle/allow users to declare new pass by reference, this only helps inherited functionsif( Function ){if (FProperty* ParentProperty = FindFProperty<FProperty>(Function, Net->PinName)){if (ParentProperty->HasAnyPropertyFlags(CPF_ReferenceParm)){Term->bPassedByReference = true;}}}Context.NetMap.Add(Net, Term);}virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override{UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);UFunction* Function = EntryNode->FunctionReference.ResolveMember<UFunction>(EntryNode->GetBlueprintClassFromNode());// if this function has a predefined signature (like for inherited/overridden // functions), then we want to make sure to account for the output // parameters - this is normally handled by the FunctionResult node, but // we're not guaranteed that one is connected to the entry node if (Function && Function->HasAnyFunctionFlags(FUNC_HasOutParms)){const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();for (TFieldIterator<FProperty> ParamIt(Function, EFieldIteratorFlags::ExcludeSuper); ParamIt; ++ParamIt){FProperty* ParamProperty = *ParamIt;// mirrored from UK2Node_FunctionResult::CreatePinsForFunctionEntryExit()const bool bIsFunctionInput = !ParamProperty->HasAnyPropertyFlags(CPF_OutParm) || ParamProperty->HasAnyPropertyFlags(CPF_ReferenceParm);if (bIsFunctionInput){// continue;}FEdGraphPinType ParamType;if (K2Schema->ConvertPropertyToPinType(ParamProperty, ParamType)){FString ParamName = ParamProperty->GetName();bool bTermExists = false;// check to see if this terminal already exists (most // likely added by a FunctionResult node) - if so, then // we don't need to add it ourselvesfor (const FBPTerminal& ResultTerm : Context.Results){if (ResultTerm.Name == ParamName && ResultTerm.Type == ParamType){bTermExists = true;break;}}if (!bTermExists){// create a terminal that represents a output param // for this function; if there is a FunctionResult // node wired into our function graph, know that it// will first check to see if this already exists // for it to use (rather than creating one of its own)FBPTerminal* ResultTerm = new FBPTerminal();Context.Results.Add(ResultTerm);ResultTerm->Name = ParamName;ResultTerm->Type = ParamType;ResultTerm->bPassedByReference = ParamType.bIsReference;ResultTerm->SetContextTypeStruct(ParamType.PinCategory == UEdGraphSchema_K2::PC_Struct && Cast<UScriptStruct>(ParamType.PinSubCategoryObject.Get()));}}}}for (UEdGraphPin* Pin : Node->Pins){if (Pin->ParentPin == nullptr && !CompilerContext.GetSchema()->IsMetaPin(*Pin)){UEdGraphPin* Net = FEdGraphUtilities::GetNetFromPin(Pin);if (Context.NetMap.Find(Net) == nullptr){// New net, resolve the term that will be used to construct itFBPTerminal* Term = nullptr;check(Net->Direction == EGPD_Output);RegisterFunctionInput(Context, Pin, Function);}}}}virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override{UK2Node_FunctionEntry* EntryNode = CastChecked<UK2Node_FunctionEntry>(Node);//check(EntryNode->SignatureName != NAME_None);if (EntryNode->FunctionReference.GetMemberName() == UEdGraphSchema_K2::FN_ExecuteUbergraphBase){UEdGraphPin* EntryPointPin = Node->FindPin(UEdGraphSchema_K2::PN_EntryPoint);FBPTerminal** pTerm = Context.NetMap.Find(EntryPointPin);if ((EntryPointPin != nullptr) && (pTerm != nullptr)){FBlueprintCompiledStatement& ComputedGotoStatement = Context.AppendStatementForNode(Node);ComputedGotoStatement.Type = KCST_ComputedGoto;ComputedGotoStatement.LHS = *pTerm;}else{CompilerContext.MessageLog.Error(*LOCTEXT("NoEntryPointPin_Error", "Expected a pin named EntryPoint on @@").ToString(), Node);}}else{// Generate the output impulse from this nodeGenerateSimpleThenGoto(Context, *Node);}}virtual bool RequiresRegisterNetsBeforeScheduling() const override{return true;}
};struct FFunctionEntryHelper
{static const FName& GetWorldContextPinName(){static const FName WorldContextPinName(TEXT("__WorldContext"));return WorldContextPinName;}static bool RequireWorldContextParameter(const UK2Node_FunctionEntry* Node){const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();return K2Schema->IsStaticFunctionGraph(Node->GetGraph());}
};UK2Node_FunctionEntry::UK2Node_FunctionEntry(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{// Enforce const-correctness by defaultbEnforceConstCorrectness = true;bUpdatedDefaultValuesOnLoad = false;bCanRenameNode = bIsEditable;
}void UK2Node_FunctionEntry::PreSave(const class ITargetPlatform* TargetPlatform)
{Super::PreSave(TargetPlatform);const UBlueprint* Blueprint = HasValidBlueprint() ? GetBlueprint() : nullptr;if (Blueprint && LocalVariables.Num() > 0){// Forcibly fixup defaults before we saveUpdateLoadedDefaultValues(true);}
}void UK2Node_FunctionEntry::PostLoad()
{Super::PostLoad();if (GIsEditor){// In the editor, we need to handle processing function default values at load time so they get picked up properly by the cooker// This normally won't do anything because it gets called during the duplicate save during BP compilation, but if compilation gets skipped we need to make sure they get updatedUpdateLoadedDefaultValues();}
}void UK2Node_FunctionEntry::Serialize(FArchive& Ar)
{Super::Serialize(Ar);Ar.UsingCustomVersion(FBlueprintsObjectVersion::GUID);if (Ar.IsSaving()){ if (Ar.IsObjectReferenceCollector() || Ar.Tell() < 0){// If this is explicitly a reference collector, or it's a save with no backing archive, then we want to use the function variable cache if it exists// It's not safe to regenerate the cache at this point as we could be in GIsSavingif (FunctionVariableCache.IsValid() && FunctionVariableCache->IsValid()){UStruct* Struct = const_cast<UStruct*>(FunctionVariableCache->GetStruct());Struct->SerializeBin(Ar, FunctionVariableCache->GetStructMemory());// Copy back into defaults as they may have changedUpdateDefaultsFromVariableStruct(FunctionVariableCache->GetStruct(), FunctionVariableCache->GetStructMemory());}}}else if (Ar.IsLoading()){if (Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::LocalVariablesBlueprintVisible){for (FBPVariableDescription& LocalVariable : LocalVariables){LocalVariable.PropertyFlags |= CPF_BlueprintVisible;}}if (Ar.UE4Ver() < VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES|| ((Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::EnforceConstInAnimBlueprintFunctionGraphs) && GetBlueprint()->IsA<UAnimBlueprint>())){// Allow legacy implementations to violate const-correctnessbEnforceConstCorrectness = false;}if (Ar.CustomVer(FBlueprintsObjectVersion::GUID) < FBlueprintsObjectVersion::CleanBlueprintFunctionFlags){// Flags we explicitly use ExtraFlags for (at the time this fix was made):// FUNC_Public, FUNC_Protected, FUNC_Private, // FUNC_Static, FUNC_Const,// FUNC_BlueprintPure, FUNC_BlueprintCallable, FUNC_BlueprintEvent, FUNC_BlueprintAuthorityOnly,// FUNC_Net, FUNC_NetMulticast, FUNC_NetServer, FUNC_NetClient, FUNC_NetReliable// // FUNC_Exec, FUNC_Event, & FUNC_BlueprintCosmetic are all inherited // in FKismetCompilerContext::PrecompileFunction()static const uint32 InvalidExtraFlagsMask = FUNC_Final | FUNC_RequiredAPI | FUNC_BlueprintCosmetic |FUNC_NetRequest | FUNC_Exec | FUNC_Native | FUNC_Event | FUNC_NetResponse | FUNC_MulticastDelegate |FUNC_Delegate | FUNC_HasOutParms | FUNC_HasDefaults | FUNC_DLLImport | FUNC_NetValidate;ExtraFlags &= ~InvalidExtraFlagsMask;}if (Ar.CustomVer(FFrameworkObjectVersion::GUID) < FFrameworkObjectVersion::ChangeAssetPinsToString){const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();// Prior to this version, changing the type of a local variable would lead to corrupt default value stringsfor (FBPVariableDescription& LocalVar : LocalVariables){FString UseDefaultValue;UObject* UseDefaultObject = nullptr;FText UseDefaultText;if (!LocalVar.DefaultValue.IsEmpty()){K2Schema->GetPinDefaultValuesFromString(LocalVar.VarType, this, LocalVar.DefaultValue, UseDefaultValue, UseDefaultObject, UseDefaultText);FString ErrorMessage;if (!K2Schema->DefaultValueSimpleValidation(LocalVar.VarType, LocalVar.VarName, UseDefaultValue, UseDefaultObject, UseDefaultText, &ErrorMessage)){const UBlueprint* Blueprint = GetBlueprint();UE_LOG(LogBlueprint, Log, TEXT("Clearing invalid default value for local variable %s on blueprint %s: %s"), *LocalVar.VarName.ToString(), Blueprint ? *Blueprint->GetName() : TEXT("Unknown"), *ErrorMessage);LocalVar.DefaultValue.Reset();}}}}}
}FText UK2Node_FunctionEntry::GetNodeTitle(ENodeTitleType::Type TitleType) const
{UEdGraph* Graph = GetGraph();FGraphDisplayInfo DisplayInfo;Graph->GetSchema()->GetGraphDisplayInformation(*Graph, DisplayInfo);return DisplayInfo.DisplayName;
}void UK2Node_FunctionEntry::OnRenameNode(const FString& NewName)
{// Note: RenameGraph() will handle the rename operation for this node as well.FBlueprintEditorUtils::RenameGraph(GetGraph(), NewName);
}TSharedPtr<class INameValidatorInterface> UK2Node_FunctionEntry::MakeNameValidator() const
{if (CustomGeneratedFunctionName.IsNone()){FText TextName = GetNodeTitle(ENodeTitleType::Type::EditableTitle);return MakeShareable(new FKismetNameValidator(GetBlueprint(), *TextName.ToString()));}else{return MakeShareable(new FKismetNameValidator(GetBlueprint(), CustomGeneratedFunctionName));}
}bool UK2Node_FunctionEntry::GetCanRenameNode() const
{UEdGraph* const Graph = GetGraph();return (Graph && (Graph->bAllowDeletion || Graph->bAllowRenaming) && (bCanRenameNode || bIsEditable));
}void UK2Node_FunctionEntry::AllocateDefaultPins()
{// Update our default values before copying them into pinsUpdateLoadedDefaultValues();CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);// Find any pins inherited from parentif (UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode())){CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true);}Super::AllocateDefaultPins();if (FFunctionEntryHelper::RequireWorldContextParameter(this) && ensure(!FindPin(FFunctionEntryHelper::GetWorldContextPinName()))){UEdGraphPin* WorldContextPin = CreatePin(EGPD_Output,UEdGraphSchema_K2::PC_Object,UObject::StaticClass(),FFunctionEntryHelper::GetWorldContextPinName());WorldContextPin->bHidden = true;}
}UEdGraphPin* UK2Node_FunctionEntry::GetAutoWorldContextPin() const
{return FindPin(FFunctionEntryHelper::GetWorldContextPinName());
}void UK2Node_FunctionEntry::RemoveOutputPin(UEdGraphPin* PinToRemove)
{UK2Node_FunctionEntry* OwningSeq = Cast<UK2Node_FunctionEntry>( PinToRemove->GetOwningNode() );if (OwningSeq){PinToRemove->MarkPendingKill();OwningSeq->Pins.Remove(PinToRemove);}
}bool UK2Node_FunctionEntry::CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage)
{bool bResult = Super::CanCreateUserDefinedPin(InPinType, InDesiredDirection, OutErrorMessage);if (bResult){if(InDesiredDirection == EGPD_Input){OutErrorMessage = LOCTEXT("AddInputPinError", "Cannot add input pins to function entry node!");bResult = false;}}return bResult;
}UEdGraphPin* UK2Node_FunctionEntry::CreatePinFromUserDefinition(const TSharedPtr<FUserPinInfo> NewPinInfo)
{// Make sure that if this is an exec node we are allowed one.const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();if (NewPinInfo->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec && !CanModifyExecutionWires()){return nullptr;}UEdGraphPin* NewPin = CreatePin(EGPD_Output, NewPinInfo->PinType, NewPinInfo->PinName);Schema->SetPinAutogeneratedDefaultValue(NewPin, NewPinInfo->PinDefaultValue);return NewPin;
}TSharedPtr<FStructOnScope> UK2Node_FunctionEntry::GetFunctionVariableCache(bool bForceRefresh)
{if (bForceRefresh && FunctionVariableCache.IsValid()){// On force refresh, delete old one if it existsFunctionVariableCache.Reset();}if (!FunctionVariableCache.IsValid() || !FunctionVariableCache->IsValid()){if (UFunction* const Function = FindSignatureFunction()){if (LocalVariables.Num() > 0){FunctionVariableCache = MakeShared<FStructOnScope>(Function);FunctionVariableCache->SetPackage(GetOutermost());RefreshFunctionVariableCache();}}}return FunctionVariableCache;
}bool UK2Node_FunctionEntry::RefreshFunctionVariableCache()
{GetFunctionVariableCache(false);if (FunctionVariableCache.IsValid()){// Update the cache if it was createdreturn UpdateVariableStructFromDefaults(FunctionVariableCache->GetStruct(), FunctionVariableCache->GetStructMemory());}return false;
}bool UK2Node_FunctionEntry::UpdateLoadedDefaultValues(bool bForceRefresh)
{// If we don't have a cache or it's force refresh, create oneif (!bUpdatedDefaultValuesOnLoad || bForceRefresh){GetFunctionVariableCache(bForceRefresh);bUpdatedDefaultValuesOnLoad = true;if (FunctionVariableCache.IsValid()){// Now copy back into the default value stringsreturn UpdateDefaultsFromVariableStruct(FunctionVariableCache->GetStruct(), FunctionVariableCache->GetStructMemory());}else{// No variable cache createdreturn true;}}return false;
}void UK2Node_FunctionEntry::ClearCachedBlueprintData(UBlueprint* Blueprint)
{FunctionVariableCache.Reset();
}bool UK2Node_FunctionEntry::UpdateVariableStructFromDefaults(const UStruct* VariableStruct, uint8* VariableStructData)
{const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();if (!VariableStruct || !VariableStructData){return false;}for (FBPVariableDescription& LocalVariable : LocalVariables){if (!LocalVariable.DefaultValue.IsEmpty()){FProperty* PinProperty = VariableStruct->FindPropertyByName(LocalVariable.VarName);if (PinProperty && (!PinProperty->HasAnyPropertyFlags(CPF_OutParm) || PinProperty->HasAnyPropertyFlags(CPF_ReferenceParm))){FEdGraphPinType PinType;K2Schema->ConvertPropertyToPinType(PinProperty, /*out*/ PinType);if (PinType != LocalVariable.VarType){//UE_LOG(LogBlueprint, Log, TEXT("Pin type for local variable %s does not match type on struct %s during UpdateVariableStructFromDefaults, ignoring old default"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());}else{FBlueprintEditorUtils::PropertyValueFromString(PinProperty, LocalVariable.DefaultValue, VariableStructData, this);}}else{//UE_LOG(LogBlueprint, Log, TEXT("Could not find local variable property %s on struct %s during UpdateVariableStructFromDefaults"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());}}}return true;
}bool UK2Node_FunctionEntry::UpdateDefaultsFromVariableStruct(const UStruct* VariableStruct, uint8* VariableStructData)
{const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();if (!VariableStruct || !VariableStructData){return false;}for (FBPVariableDescription& LocalVariable : LocalVariables){if (!LocalVariable.DefaultValue.IsEmpty()){// We don't want to write out fields that were empty before, as they were guaranteed to not have actual real dataFProperty* PinProperty = VariableStruct->FindPropertyByName(LocalVariable.VarName);if (PinProperty && (!PinProperty->HasAnyPropertyFlags(CPF_OutParm) || PinProperty->HasAnyPropertyFlags(CPF_ReferenceParm))){FEdGraphPinType PinType;K2Schema->ConvertPropertyToPinType(PinProperty, /*out*/ PinType);if (PinType != LocalVariable.VarType){//UE_LOG(LogBlueprint, Log, TEXT("Pin type for local variable %s does not match type on struct %s during UpdateDefaultsFromVariableStruct, ignoring old default"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());}else{FString NewValue;FBlueprintEditorUtils::PropertyValueToString(PinProperty, VariableStructData, NewValue, this);if (NewValue != LocalVariable.DefaultValue){LocalVariable.DefaultValue = NewValue;}}}else{//UE_LOG(LogBlueprint, Log, TEXT("Could not find local variable property %s on struct %s during UpdateDefaultsFromVariableStruct"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());}}}return true;
}FNodeHandlingFunctor* UK2Node_FunctionEntry::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{return new FKCHandler_FunctionEntry(CompilerContext);
}void UK2Node_FunctionEntry::GetRedirectPinNames(const UEdGraphPin& Pin, TArray<FString>& RedirectPinNames) const
{Super::GetRedirectPinNames(Pin, RedirectPinNames);if(RedirectPinNames.Num() > 0){const FString OldPinName = RedirectPinNames[0];// first add functionname.paramconst FName SignatureName = FunctionReference.GetMemberName();RedirectPinNames.Add(FString::Printf(TEXT("%s.%s"), *SignatureName.ToString(), *OldPinName));// if there is class, also add an option for class.functionname.paramif(UClass const* SignatureClass = FunctionReference.GetMemberParentClass()){RedirectPinNames.Add(FString::Printf(TEXT("%s.%s.%s"), *SignatureClass->GetName(), *SignatureName.ToString(), *OldPinName));}}
}bool UK2Node_FunctionEntry::HasDeprecatedReference() const
{// We only show deprecated for inherited functionsif (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode())){return Function->HasMetaData(FBlueprintMetadata::MD_DeprecatedFunction);}else{return MetaData.bIsDeprecated;}
}FEdGraphNodeDeprecationResponse UK2Node_FunctionEntry::GetDeprecationResponse(EEdGraphNodeDeprecationType DeprecationType) const
{FEdGraphNodeDeprecationResponse Response = Super::GetDeprecationResponse(DeprecationType);if (DeprecationType == EEdGraphNodeDeprecationType::NodeHasDeprecatedReference){// Only warn on non-editable (i.e. override) usage.if (!IsEditable()){UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode());if (ensureMsgf(Function != nullptr, TEXT("This node should not be able to report having a deprecated reference if the override function cannot be resolved."))){FText FunctionName = FText::FromName(FunctionReference.GetMemberName());FText DetailedMessage = FText::FromString(Function->GetMetaData(FBlueprintMetadata::MD_DeprecationMessage));Response.MessageText = FBlueprintEditorUtils::GetDeprecatedMemberUsageNodeWarning(FunctionName, DetailedMessage);}}else{// Allow the function to be marked as deprecated in the class that defines it without warning, but use a note to visually indicate that the definition itself has been deprecated.Response.MessageType = EEdGraphNodeDeprecationMessageType::Note;Response.MessageText = LOCTEXT("DeprecatedFunctionMessage", "@@: This function has been marked as deprecated. It can be safely deleted if all references have been replaced or removed.");}}return Response;
}FText UK2Node_FunctionEntry::GetTooltipText() const
{if (UFunction* const Function = FindSignatureFunction()){return FText::FromString(UK2Node_CallFunction::GetDefaultTooltipForFunction(Function));}return Super::GetTooltipText();
}void UK2Node_FunctionEntry::FindDiffs(UEdGraphNode* OtherNode, struct FDiffResults& Results)
{Super::FindDiffs(OtherNode, Results);UK2Node_FunctionEntry* OtherFunction = Cast<UK2Node_FunctionEntry>(OtherNode);if (OtherFunction){if (ExtraFlags != OtherFunction->ExtraFlags){FDiffSingleResult Diff;Diff.Diff = EDiffType::NODE_PROPERTY;Diff.Node1 = this;Diff.Node2 = OtherNode;Diff.DisplayString = LOCTEXT("DIF_FunctionFlags", "Function flags have changed");Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);Results.Add(Diff);}if (!FKismetUserDeclaredFunctionMetadata::StaticStruct()->CompareScriptStruct(&MetaData, &OtherFunction->MetaData, 0)){FDiffSingleResult Diff;Diff.Diff = EDiffType::NODE_PROPERTY;Diff.Node1 = this;Diff.Node2 = OtherNode;Diff.DisplayString = LOCTEXT("DIF_FunctionMetadata", "Function metadata has changed");Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);Results.Add(Diff);}bool bLocalVarsDiffer = (LocalVariables.Num() != OtherFunction->LocalVariables.Num());for (int32 i = 0; i < LocalVariables.Num() && !bLocalVarsDiffer; i++){const FBPVariableDescription& ThisVar = LocalVariables[i];const FBPVariableDescription& OtherVar = OtherFunction->LocalVariables[i];// Can't do a raw compare, for local variable defaults we need to compare the structif (ThisVar.VarName != OtherVar.VarName|| ThisVar.VarType != OtherVar.VarType|| ThisVar.FriendlyName != OtherVar.FriendlyName|| !ThisVar.Category.EqualTo(OtherVar.Category)|| ThisVar.PropertyFlags != OtherVar.PropertyFlags|| ThisVar.RepNotifyFunc != OtherVar.RepNotifyFunc|| ThisVar.ReplicationCondition != OtherVar.ReplicationCondition){bLocalVarsDiffer = true;}}if (bLocalVarsDiffer){FDiffSingleResult Diff;Diff.Diff = EDiffType::NODE_PROPERTY;Diff.Node1 = this;Diff.Node2 = OtherNode;Diff.DisplayString = LOCTEXT("DIF_FunctionLocalVariables", "Function local variables have changed in structure");Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);Results.Add(Diff);}else{TSharedPtr<FStructOnScope> MyLocals = GetFunctionVariableCache();TSharedPtr<FStructOnScope> OtherLocals = OtherFunction->GetFunctionVariableCache();if (MyLocals.IsValid() && MyLocals->IsValid() && OtherLocals.IsValid() && OtherLocals->IsValid()){// Check for local var diffsFDiffSingleResult Diff;Diff.Diff = EDiffType::NODE_PROPERTY;Diff.Node1 = this;Diff.Node2 = OtherNode;Diff.ToolTip = LOCTEXT("DIF_FunctionLocalVariableDefaults", "Function local variable default values have changed");Diff.DisplayColor = FLinearColor(0.25f, 0.71f, 0.85f);DiffProperties(const_cast<UStruct*>(MyLocals->GetStruct()), const_cast<UStruct*>(OtherLocals->GetStruct()), MyLocals->GetStructMemory(), OtherLocals->GetStructMemory(), Results, Diff);}}}
}bool UK2Node_FunctionEntry::IsCompatibleWithGraph(const UEdGraph* InGraph) const
{if (CanCreateUnderSpecifiedSchema(InGraph->GetSchema())){if (InGraph->GetSchema()->GetGraphType(InGraph) == GT_Function){TArray<UK2Node_FunctionEntry*> Nodes;InGraph->GetNodesOfClass<UK2Node_FunctionEntry>(Nodes);return Nodes.Num() == 0;}}return false;
}void UK2Node_FunctionEntry::PostPasteNode()
{Super::PostPasteNode();// If a function entry is being pasted, it should be editable in it's new graphbIsEditable = true;// ensure there are UserDefinedPins for all pins except the 'then' pinfor (int32 PinIdx = 1; PinIdx < Pins.Num(); ++PinIdx){UEdGraphPin* Pin = Pins[PinIdx];if (Pin && !UserDefinedPinExists(Pin->GetFName())){UserDefinedPins.Add(MakeShared<FUserPinInfo>(*Pin));}}ReconstructNode();
}int32 UK2Node_FunctionEntry::GetFunctionFlags() const
{int32 ReturnFlags = 0;if (UFunction* const Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode())){ReturnFlags = Function->FunctionFlags;}return ReturnFlags | ExtraFlags;
}void UK2Node_FunctionEntry::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{Super::ExpandNode(CompilerContext, SourceGraph);const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();UEdGraphPin* OldStartExecPin = nullptr;if(Pins[0]->LinkedTo.Num()){OldStartExecPin = Pins[0]->LinkedTo[0];}UEdGraphPin* LastActiveOutputPin = Pins[0];// Only look for FunctionEntry nodes who were duplicated and have a source objectif ( UK2Node_FunctionEntry* OriginalNode = Cast<UK2Node_FunctionEntry>(CompilerContext.MessageLog.FindSourceObject(this)) ){check(OriginalNode->GetOuter());// Find the associated UFunctionUFunction* Function = FindUField<UFunction>(CompilerContext.Blueprint->SkeletonGeneratedClass, *OriginalNode->GetOuter()->GetName());// When regenerating on load, we may need to import text on certain properties to force load the assetsTSharedPtr<FStructOnScope> LocalVarData;if (Function && CompilerContext.Blueprint->bIsRegeneratingOnLoad){if (Function->GetStructureSize() > 0 || !ensure(Function->PropertyLink == nullptr)){LocalVarData = MakeShareable(new FStructOnScope(Function));}}for (TFieldIterator<FProperty> It(Function); It; ++It){if (const FProperty* Property = *It){const FStructProperty* PotentialUDSProperty = CastField<const FStructProperty>(Property);for (const FBPVariableDescription& LocalVar : LocalVariables){if (LocalVar.VarName == Property->GetFName() && !LocalVar.DefaultValue.IsEmpty()){// Add a variable set node for the local variable and hook it up immediately following the entry node or the last added local variableUK2Node_VariableSet* VariableSetNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableSet>(this, SourceGraph);VariableSetNode->SetFromProperty(Property, false, Property->GetOwnerClass());Schema->ConfigureVarNode(VariableSetNode, LocalVar.VarName, Function, CompilerContext.Blueprint);VariableSetNode->AllocateDefaultPins();if(UEdGraphPin* SetPin = VariableSetNode->FindPin(Property->GetFName())){if(LocalVar.VarType.IsArray()){TSharedPtr<FStructOnScope> StructData = MakeShareable(new FStructOnScope(Function));FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, StructData->GetStructMemory());// Create a Make Array node to setup the array's defaultsUK2Node_MakeArray* MakeArray = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph);MakeArray->AllocateDefaultPins();MakeArray->GetOutputPin()->MakeLinkTo(SetPin);MakeArray->PostReconstructNode();const FArrayProperty* ArrayProperty = CastField<FArrayProperty>(Property);check(ArrayProperty);FScriptArrayHelper_InContainer ArrayHelper(ArrayProperty, StructData->GetStructMemory());FScriptArrayHelper_InContainer DefaultArrayHelper(ArrayProperty, StructData->GetStructMemory());// Go through each element in the array to set the default valuefor( int32 ArrayIndex = 0 ; ArrayIndex < ArrayHelper.Num() ; ArrayIndex++ ){uint8* PropData = ArrayHelper.GetRawPtr(ArrayIndex);// Retrieve the element's default valueFString DefaultValue;FBlueprintEditorUtils::PropertyValueToString(ArrayProperty->Inner, PropData, DefaultValue);if(ArrayIndex > 0){MakeArray->AddInputPin();}// Add one to the index for the pin to set the default on to skip the output pinSchema->TrySetDefaultValue(*MakeArray->Pins[ArrayIndex + 1], DefaultValue);}}else if(LocalVar.VarType.IsSet() || LocalVar.VarType.IsMap()){UK2Node_MakeVariable* MakeVariableNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeVariable>(this, SourceGraph);MakeVariableNode->SetupVariable(LocalVar, SetPin, CompilerContext, Function, Property);}else{if (CompilerContext.Blueprint->bIsRegeneratingOnLoad){// When regenerating on load, we want to force load assets referenced by local variables.// This functionality is already handled when generating Terms in the Kismet Compiler for Arrays and Structs, so we do not have to worry about them.if (LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Object || LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Class || LocalVar.VarType.PinCategory == UEdGraphSchema_K2::PC_Interface){FBlueprintEditorUtils::PropertyValueFromString(Property, LocalVar.DefaultValue, LocalVarData->GetStructMemory());}}// Set the default valueSchema->TrySetDefaultValue(*SetPin, LocalVar.DefaultValue);}}LastActiveOutputPin->BreakAllPinLinks();LastActiveOutputPin->MakeLinkTo(VariableSetNode->Pins[0]);LastActiveOutputPin = VariableSetNode->Pins[1];}}}}// Finally, hook up the last node to the old node the function entry node was connected toif(OldStartExecPin){LastActiveOutputPin->MakeLinkTo(OldStartExecPin);}}
}void UK2Node_FunctionEntry::PostReconstructNode()
{Super::PostReconstructNode();
}void UK2Node_FunctionEntry::FixupPinStringDataReferences(FArchive* SavingArchive)
{Super::FixupPinStringDataReferences(SavingArchive);if (SavingArchive){UpdateUserDefinedPinDefaultValues();}
}bool UK2Node_FunctionEntry::ModifyUserDefinedPinDefaultValue(TSharedPtr<FUserPinInfo> PinInfo, const FString& NewDefaultValue)
{if (Super::ModifyUserDefinedPinDefaultValue(PinInfo, NewDefaultValue)){const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();K2Schema->HandleParameterDefaultValueChanged(this);RefreshFunctionVariableCache();return true;}return false;
}bool UK2Node_FunctionEntry::ShouldUseConstRefParams() const
{// Interface functions with no outputs will be implemented as events. As with native interface functions with no outputs, the entry// node is expected to use 'const Type&' for input parameters that are passed by reference. See UEditablePinBase::PostLoad() for details.if (const UEdGraph* OwningGraph = GetGraph()){const UBlueprint* OwningBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(OwningGraph);if (OwningBlueprint && OwningBlueprint->BlueprintType == BPTYPE_Interface){// Find paired result node and check for outputs.for (UEdGraphNode* Node : OwningGraph->Nodes){if (UK2Node_FunctionResult* ResultNode = Cast<UK2Node_FunctionResult>(Node)){// This might be called from the super's Serialize() method for older assets, so make sure the result node's pins have been loaded.if (ResultNode->HasAnyFlags(RF_NeedLoad)){GetLinker()->Preload(ResultNode);}return ResultNode->UserDefinedPins.Num() == 0;}}// No result node, so there are no outputs.return true;}}return false;
}