Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly.

This commit is contained in:
Jamie Greunbaum
2023-09-20 12:23:21 -04:00
parent df1df9a56f
commit b1ef780086
9 changed files with 140 additions and 7 deletions
@@ -0,0 +1,37 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
class FComboInputNodesModule : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static FComboInputNodesModule &Get()
{
return FModuleManager::LoadModuleChecked<FComboInputNodesModule>("ComboInputNodes");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("ComboInputNodes");
}
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
@@ -0,0 +1,62 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_EventNodeInterface.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_ComboAction.generated.h"
class UInputAction;
enum class ETriggerEvent : uint8;
namespace ENodeTitleType { enum Type : int; }
struct FBlueprintNodeSignature;
class FBlueprintActionDatabaseRegistrar;
class FKismetCompilerContext;
UCLASS()
class COMBOINPUTNODES_API UK2Node_ComboAction : public UK2Node, public IK2Node_EventNodeInterface
{
GENERATED_BODY()
public:
UK2Node_ComboAction(const FObjectInitializer &ObjectInitializer) : Super(ObjectInitializer){}
UPROPERTY() TObjectPtr<const class UComboAction> ComboAction;
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FSlateIcon GetIconAndTint(FLinearColor &OutColor) const override;
virtual bool IsCompatibleWithGraph(UEdGraph const *Graph) const override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual void JumpToDefinition() const override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog &MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ExpandNode(FKismetCompilerContext &CompilerContext, UEdGraph *SourceGraph) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar &ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual bool CanUserEditPinAdvancedViewFlag() const override { return true; }
virtual FBlueprintNodeSignature GetSignature() const override;
//~ End UK2Node Interface
//~ Begin IK2Node_EventNodeInterface Interface.
virtual TSharedPtr<FEdGraphSchemaAction> GetEventNodeAction(const FText &ActionCategory) override;
//~ End IK2Node_EventNodeInterface Interface.
private:
FName GetActionName() const;
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};