FNodeHandlingFunctor

Unreal Engine C++ API Reference > Editor > KismetCompiler

Inheritance Hierarchy

  • FNodeHandlingFunctor

References

   
Module KismetCompiler
Header /Engine/Source/Editor/KismetCompiler/Public/KismetCompilerMisc.h
Include #include "KismetCompilerMisc.h"

Syntax

class FNodeHandlingFunctor  

Variables

Type Name Description
FKismetCompiler... CompilerContext  

Constructors

Type Name Description
  FNodeHandlingFunctor ( FKismetCompilerContext& InCompiler... )  

Destructors

Type Name Description
  ~FNodeHandlingFunctor ()  

Functions

Type Name Description
void Compile ( FKismetFunctionContext& Context, UEdGraphNode* Node )  
FBlueprintCo... GenerateSimpleThenGoto ( FKismetFunctionContext& Context, UEdGraphNode& Node ) Generate a goto corresponding to the then pin(s)
FBlueprintCo... GenerateSimpleThenGoto ( FKismetFunctionContext& Context, UEdGraphNode& Node, UEdGraphPin* ThenExecPin ) Generate a goto on the corresponding exec pin.
FBPTerminal ... RegisterLiteral ( FKismetFunctionContext& Context, UEdGraphPin* Net ) Helper to register literal term.
void RegisterNet ( FKismetFunctionContext& Context, UEdGraphPin* Pin )  
void RegisterNets ( FKismetFunctionContext& Context, UEdGraphNode* Node )  
bool RequiresRegisterNetsBeforeScheduling () Returns true if this kind of node needs to be handled in the first pass, prior to execution scheduling (this is only used for function entry and return nodes)
void ResolveAndRegisterScopedTerm ( FKismetFunctionContext& Context, UEdGraphPin* Net, TIndirectArray< FBPTerminal >& Net... ) Helper function that verifies the variable name referenced by the net exists in the associated scope (either the class being compiled or via an object reference on the Self pin), and then creates/registers a term for that variable access.
void SanitizeName ( FString& Name ) Creates a sanitized name.
void Transform ( FKismetFunctionContext& Context, UEdGraphNode* Node )  
bool ValidateAndRegisterNetIfLiteral ( FKismetFunctionContext& Context, UEdGraphPin* Net ) If the net is a literal, it validates the default value and registers it.

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library