diff --git a/Source/ComboInput/Private/Nodes/ComboActionGraphNode.cpp b/Source/ComboInput/Private/Nodes/ComboActionGraphNode.cpp index 0cb3559..4433994 100644 --- a/Source/ComboInput/Private/Nodes/ComboActionGraphNode.cpp +++ b/Source/ComboInput/Private/Nodes/ComboActionGraphNode.cpp @@ -36,8 +36,6 @@ UComboActionGraphNode::UComboActionGraphNode() this->NodeTypeName = LOCTEXT("ComboActionGraphNode_InternalName", "ComboActionGraphNode"); this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_Tooltip", "Combo action graph base node. Child nodes provide more information."); #endif - - this->bAutoStarts = false; } void UComboActionGraphNode::SetNewWorld(UWorld *NewWorld) diff --git a/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNode.cpp b/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNode.cpp index 5993ede..25c8caa 100644 --- a/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNode.cpp +++ b/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNode.cpp @@ -23,8 +23,6 @@ UComboActionGraphNode_ActionNode::UComboActionGraphNode_ActionNode() this->AllowedInputClasses.Add(UComboActionGraphNode_StartNode::StaticClass()); this->AllowedInputClasses.Add(UComboActionGraphNode_ActionNode::StaticClass()); - - this->bAutoStarts = false; this->MaxChildrenNodes = -1; } diff --git a/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNodeBase.cpp b/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNodeBase.cpp index 2923e76..4cb81fb 100644 --- a/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNodeBase.cpp +++ b/Source/ComboInput/Private/Nodes/ComboActionGraphNode_ActionNodeBase.cpp @@ -15,8 +15,6 @@ UComboActionGraphNode_ActionNodeBase::UComboActionGraphNode_ActionNodeBase() this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_BaseTooltip", "* Abstract class, should not appear in graph editor.\n* Enhances 'ComboActionGraphNode' Base class with action data."); #endif - - this->bAutoStarts = false; } void UComboActionGraphNode_ActionNodeBase::ProcessNode(const TScriptInterface &Manager) diff --git a/Source/ComboInput/Public/Nodes/ComboActionGraphNode.h b/Source/ComboInput/Public/Nodes/ComboActionGraphNode.h index ec3d9b9..e841fb5 100644 --- a/Source/ComboInput/Public/Nodes/ComboActionGraphNode.h +++ b/Source/ComboInput/Public/Nodes/ComboActionGraphNode.h @@ -18,7 +18,7 @@ DECLARE_LOG_CATEGORY_EXTERN(LogComboActionGraphNode, Log, All); * Does come with ability to define Colours, Name, Description and Title. * Contains information about Parent and Children Nodes. */ -UCLASS(Abstract, BlueprintType, ClassGroup=("Combo Input|Action"), AutoExpandCategories=("Combo Input", "Action", "Combo Input|Action")) +UCLASS(Abstract, BlueprintType, ClassGroup=("Combo Input|Action"), AutoExpandCategories=("Combo Input", "Action", "Combo Input|Action"), HideCategories=("Private")) class COMBOINPUT_API UComboActionGraphNode : public UObject { GENERATED_BODY() @@ -34,30 +34,30 @@ public: * Array of parent nodes for the current active node in the combo string. *❗ Parent nodes are nodes that have a directed edge pointing to the current active node. */ - UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") + UPROPERTY(BlueprintReadOnly, Category="Private") TArray ParentNodes; /** * The array of child nodes of the current dialogue node. */ - UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") + UPROPERTY(BlueprintReadOnly, Category="Private") TArray ChildrenNodes; /** * Map of edges connecting this Node in the Combo Action graph. *❗ The key of the map is the source node, and the value is the edge connecting it to its target node. *❔ Can be used to traverse the graph, get information about node connections... */ - UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") + UPROPERTY(BlueprintReadOnly, Category="Private") TMap Edges; /** * Pointer to the parent dialogue graph of this node. */ - UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private", meta=(DisplayThumbnail=false)) + UPROPERTY(BlueprintReadOnly, Category="Private", meta=(DisplayThumbnail=false)) TObjectPtr Graph; /** * Temporary NodeIndex. * This variable will be deleted. */ - UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") + UPROPERTY(BlueprintReadOnly, Category="Private") int32 NodeIndex = INDEX_NONE; @@ -67,16 +67,15 @@ protected: *❗ This is used to differentiate between nodes, and must be unique within the graph. *❔ Can be used for debugging and tracing purposes. */ - UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") + UPROPERTY(BlueprintReadOnly, Category="Private") FGuid NodeGUID; -private: /** * The world that owns this Dialogue Graph Node. *❗ This is the world in which this Dialogue Graph Node is currently running. *❔ Can be used for accessing world-related functionality. */ - UPROPERTY(VisibleAnywhere, Category="Private") + UPROPERTY(BlueprintReadOnly, Category="Private") TObjectPtr OwningWorld; #pragma endregion @@ -88,12 +87,9 @@ public: *❗ Only nodes with classes from this array can be connected as inputs to this node. *❔ Can be used to restrict the types of inputs this node can accept. */ - UPROPERTY(SaveGame, EditDefaultsOnly, BlueprintReadOnly, Category="Combo Input|Action") + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Combo Input|Action") TArray> AllowedInputClasses; - /** Defines whether this Node will start automatically or if requires input.*/ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Combo Input|Action") - uint8 bAutoStarts : 1; /** * The maximum number of children nodes that this node can have. *❗ If this value is -1, then there is no limit on the number of children nodes. @@ -117,12 +113,6 @@ public: UFUNCTION(BlueprintNativeEvent, Category = "Combo Input|Action") void InitializeNode(UWorld *InWorld); virtual void InitializeNode_Implementation(UWorld *InWorld); - /** - * Checks if the node should automatically start when the dialogue is played. - * @return true if the node should automatically start, false otherwise. - */ - UFUNCTION(BlueprintCallable, BlueprintPure, Category="Combo Input|Action") - virtual bool DoesAutoStart() const { return bAutoStarts; } virtual void PreProcessNode(const TScriptInterface &Manager){} virtual void ProcessNode(const TScriptInterface &Manager);