ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class.
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@@ -36,16 +36,6 @@ public:
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virtual UClass *GetSupportedClass() const override { return UComboAction::StaticClass(); }
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};
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class FAssetTypeActions_ComboSequenceNode : public FAssetTypeActions_DataAsset
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{
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public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboSequenceNode", "Combo Sequence Node"); }
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virtual uint32 GetCategories() override { return FComboInputEditorModule::GetInputAssetsCategory(); }
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virtual FColor GetTypeColor() const override { return FColor(255, 127, 255); }
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virtual FText GetAssetDescription(const FAssetData &AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboSequenceNodeDesc", "This represents a node in the combo graph, with each key in the ComboBranch being an input this node can react to, and each value containing the action to be executed next, and the node to activate after the action is complete."); }
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virtual UClass *GetSupportedClass() const override { return UComboSequenceNode::StaticClass(); }
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};
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class FAssetTypeActions_ComboInputAsset : public FAssetTypeActions_DataAsset
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{
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public:
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@@ -120,28 +110,6 @@ UObject *UComboAction_Factory::FactoryCreateNew(UClass *Class, UObject *InParent
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}
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UComboSequenceNode_Factory::UComboSequenceNode_Factory(const FObjectInitializer &ObjectInitializer)
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: Super(ObjectInitializer)
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{
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this->SupportedClass = UComboSequenceNode::StaticClass();
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this->bEditAfterNew = true;
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this->bCreateNew = true;
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}
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UObject *UComboSequenceNode_Factory::FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn)
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{
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if (this->ComboSequenceNodeClass != nullptr)
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{
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return NewObject<UComboSequenceNode>(InParent, this->ComboSequenceNodeClass, Name, Flags | EObjectFlags::RF_Transactional, Context);
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}
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else
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{
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check(Class->IsChildOf(UComboSequenceNode::StaticClass()));
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return NewObject<UComboSequenceNode>(InParent, Class, Name, Flags | EObjectFlags::RF_Transactional, Context);
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}
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}
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UComboInputAsset_Factory::UComboInputAsset_Factory(const FObjectInitializer &ObjectInitializer)
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: Super(ObjectInitializer)
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{
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@@ -315,7 +283,6 @@ void FComboInputEditorModule::StartupModule()
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IAssetTools &AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
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FComboInputEditorModule::ComboAssetsCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Combo Input")), LOCTEXT("ComboInputAssetsCategory", "Combo Input"));
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this->RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_ComboAction));
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this->RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_ComboSequenceNode));
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this->RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_ComboInputAsset));
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// Make a new style set for Combo Input, which will register any custom icons for the types in this plugin
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@@ -27,20 +27,6 @@ public:
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virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
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};
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UCLASS()
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class COMBOINPUTEDITOR_API UComboSequenceNode_Factory : public UFactory
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{
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GENERATED_BODY()
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public:
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UComboSequenceNode_Factory(const class FObjectInitializer &ObjectInitializer);
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UPROPERTY(EditAnywhere, Category="Combo Input")
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TSubclassOf<class UComboSequenceNode> ComboSequenceNodeClass;
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virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
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};
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UCLASS()
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class COMBOINPUTEDITOR_API UComboInputAsset_Factory : public UFactory
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{
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