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本文整理汇总了C++中CreatePin函数的典型用法代码示例。如果您正苦于以下问题:C++ CreatePin函数的具体用法?C++ CreatePin怎么用?C++ CreatePin使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了CreatePin函数的30个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: CreatePinvoid UK2Node_GetEnumeratorName::AllocateDefaultPins(){ const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, Schema->PC_Byte, TEXT(""), NULL, false, false, EnumeratorPinName); CreatePin(EGPD_Output, Schema->PC_Name, TEXT(""), NULL, false, false, Schema->PN_ReturnValue);}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:7,
示例2: PreloadObjectvoid UK2Node_MatineeController::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); // Preload the matinee data, if needed, so that we can have all the event tracks we need if (MatineeActor != NULL) { PreloadObject(MatineeActor); PreloadObject(MatineeActor->MatineeData); } // Create the "finished" playing pin CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_MatineeFinished); // Create pins for each event if(MatineeActor != NULL && MatineeActor->MatineeData != NULL) { TArray<FName> EventNames; MatineeActor->MatineeData->GetAllEventNames(EventNames); for(int32 i=0; i<EventNames.Num(); i++) { FName EventName = EventNames[i]; CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, EventName.ToString()); } } Super::AllocateDefaultPins();}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:29,
示例3: CreatePinvoid UK2Node_Composite::AllocateDefaultPins(){ UK2Node::AllocateDefaultPins(); if (OutputSourceNode) { for (TArray<UEdGraphPin*>::TIterator PinIt(OutputSourceNode->Pins); PinIt; ++PinIt) { UEdGraphPin* PortPin = *PinIt; if (PortPin->Direction == EGPD_Input) { UEdGraphPin* NewPin = CreatePin(UEdGraphPin::GetComplementaryDirection(PortPin->Direction), PortPin->PinType, PortPin->PinName); NewPin->DefaultValue = NewPin->AutogeneratedDefaultValue = PortPin->DefaultValue; } } } if (InputSinkNode) { for (TArray<UEdGraphPin*>::TIterator PinIt(InputSinkNode->Pins); PinIt; ++PinIt) { UEdGraphPin* PortPin = *PinIt; if (PortPin->Direction == EGPD_Output) { UEdGraphPin* NewPin = CreatePin(UEdGraphPin::GetComplementaryDirection(PortPin->Direction), PortPin->PinType, PortPin->PinName); NewPin->DefaultValue = NewPin->AutogeneratedDefaultValue = PortPin->DefaultValue; } } }}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:30,
示例4: CreatePinvoid UGameplayTagsK2Node_LiteralGameplayTag::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_String, TEXT("LiteralGameplayTagContainer"), NULL, false, false, TEXT("TagIn")); CreatePin(EGPD_Output, K2Schema->PC_Struct, TEXT(""), FGameplayTagContainer::StaticStruct(), false, false, K2Schema->PN_ReturnValue);}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:7,
示例5: CreatePinvoid UK2Node_FunctionEntry::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); UFunction* Function = FindField<UFunction>(SignatureClass, SignatureName); if (Function == nullptr) { Function = FindDelegateSignature(SignatureName); } if (Function != NULL) { CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true); } Super::AllocateDefaultPins(); if (FFunctionEntryHelper::RequireWorldContextParameter(this) && ensure(!FindPin(FFunctionEntryHelper::GetWorldContextPinName()))) { UEdGraphPin* WorldContextPin = CreatePin( EGPD_Output, K2Schema->PC_Object, FString(), UObject::StaticClass(), false, false, FFunctionEntryHelper::GetWorldContextPinName()); WorldContextPin->bHidden = true; }}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:33,
示例6: CreatePinvoid UBehaviorTreeGraphNode_SimpleParallel::AllocateDefaultPins(){ CreatePin(EGPD_Input, UBehaviorTreeEditorTypes::PinCategory_MultipleNodes, TEXT(""), NULL, false, false, TEXT("In")); CreatePin(EGPD_Output, UBehaviorTreeEditorTypes::PinCategory_SingleTask, TEXT(""), NULL, false, false, TEXT("Task")); CreatePin(EGPD_Output, UBehaviorTreeEditorTypes::PinCategory_SingleNode, TEXT(""), NULL, false, false, TEXT("Out"));}
开发者ID:Codermay,项目名称:Unreal4,代码行数:7,
示例7: CreatePinvoid UK2Node_BaseMCDelegate::AllocateDefaultPins(){ Super::AllocateDefaultPins(); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); UEdGraphPin* SelfPin = NULL; if (DelegateReference.IsSelfContext()) { SelfPin = CreatePin(EGPD_Input, K2Schema->PC_Object, K2Schema->PSC_Self, NULL, false, false, K2Schema->PN_Self); } else { // Allow redirects on the target node if necessary. DelegateReference.ResolveMember<UMulticastDelegateProperty>((UClass*)NULL); SelfPin = CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), DelegateReference.GetMemberParentClass(this), false, false, K2Schema->PN_Self); } if(SelfPin) { SelfPin->PinFriendlyName = NSLOCTEXT("K2Node", "BaseMCDelegateSelfPinName", "Target").ToString(); }}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,
示例8: CreatePinvoid UK2Node_PlayMovieScene::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); // Do not allow users to rename the node // @todo sequencer: If we want to support renaming, this we'll need to update FNameValidatorFactory::MakeValidator() and perhaps other locations bCanRenameNode = 0; // "Play" starts or resumes playback from the current position CreatePin( EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, PlayMovieScenePinNames::Play ); // "Pause" stops playback, leaving the time cursor at its current position CreatePin( EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, PlayMovieScenePinNames::Pause ); // @todo sequencer: Add PlayFromStart? // @todo sequencer: Add PlayReverse pin? PlayReverseFromEnd? // @todo sequencer: Add "set time" input // @todo sequencer: Needs output pin for "finished playing" if( MovieSceneBindings != NULL ) { for( auto BoundObjectIter( MovieSceneBindings->GetBoundObjects().CreateIterator() ); BoundObjectIter; ++BoundObjectIter ) { auto& BoundObject = *BoundObjectIter; CreatePinForBoundObject( BoundObject ); } } Super::AllocateDefaultPins();}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:31,
示例9: SetEnumvoid UK2Node_Select::AllocateDefaultPins(){ const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); // To refresh, just in case it changed SetEnum(Enum, true); if (Enum) { NumOptionPins = EnumEntries.Num(); } // Create the option pins for (int32 Idx = 0; Idx < NumOptionPins; Idx++) { UEdGraphPin* NewPin = NULL; if (Enum) { const FString PinName = EnumEntries[Idx].ToString(); UEdGraphPin* TempPin = FindPin(PinName); if (!TempPin) { NewPin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, PinName); } } else { const FString PinName = FString::Printf(TEXT("Option %d"), Idx); NewPin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, PinName); } if (NewPin) { if (IndexPinType.PinCategory == UEdGraphSchema_K2::PC_Boolean) { NewPin->PinFriendlyName = (Idx == 0 ? GFalse : GTrue); } else if (Idx < EnumEntryFriendlyNames.Num()) { if (EnumEntryFriendlyNames[Idx] != NAME_None) { NewPin->PinFriendlyName = FText::FromName(EnumEntryFriendlyNames[Idx]); } else { NewPin->PinFriendlyName = FText::GetEmpty(); } } } } // Create the index wildcard pin CreatePin(EGPD_Input, IndexPinType.PinCategory, IndexPinType.PinSubCategory, IndexPinType.PinSubCategoryObject.Get(), false, false, "Index"); // Create the return value CreatePin(EGPD_Output, Schema->PC_Wildcard, TEXT(""), NULL, false, false, Schema->PN_ReturnValue); Super::AllocateDefaultPins();}
开发者ID:johndpope,项目名称:UE4,代码行数:60,
示例10: switchvoid UNiagaraNodeOutput::AllocateDefaultPins(){ const UEdGraphSchema_Niagara* Schema = GetDefault<UEdGraphSchema_Niagara>(); for (const FNiagaraVariableInfo& Output : Outputs) { switch (Output.Type) { case ENiagaraDataType::Scalar: { CreatePin(EGPD_Input, Schema->PC_Float, TEXT(""), NULL, false, false, Output.Name.ToString()); } break; case ENiagaraDataType::Vector: { CreatePin(EGPD_Input, Schema->PC_Vector, TEXT(""), NULL, false, false, Output.Name.ToString()); } break; case ENiagaraDataType::Matrix: { CreatePin(EGPD_Input, Schema->PC_Matrix, TEXT(""), NULL, false, false, Output.Name.ToString()); } break; case ENiagaraDataType::Curve: { CreatePin(EGPD_Input, Schema->PC_Curve, TEXT(""), NULL, false, false, Output.Name.ToString()); } break; }; }}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:30,
示例11: CreatePinvoid UK2Node_CastByteToEnum::AllocateDefaultPins(){ const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, Schema->PC_Byte, TEXT(""), NULL, false, false, ByteInputPinName); CreatePin(EGPD_Output, Schema->PC_Byte, TEXT(""), Enum, false, false, Schema->PN_ReturnValue);}
开发者ID:Codermay,项目名称:Unreal4,代码行数:7,
示例12: switchvoid UNiagaraNodeInput::AllocateDefaultPins(){ const UEdGraphSchema_Niagara* Schema = GetDefault<UEdGraphSchema_Niagara>(); switch (Input.Type) { case ENiagaraDataType::Scalar: { CreatePin(EGPD_Output, Schema->PC_Float, TEXT(""), NULL, false, false, TEXT("Input")); } break; case ENiagaraDataType::Vector: { CreatePin(EGPD_Output, Schema->PC_Vector, TEXT(""), NULL, false, false, TEXT("Input")); } break; case ENiagaraDataType::Matrix: { CreatePin(EGPD_Output, Schema->PC_Matrix, TEXT(""), NULL, false, false, TEXT("Input")); } break; case ENiagaraDataType::Curve: { CreatePin(EGPD_Output, Schema->PC_Curve, TEXT(""), NULL, false, false, TEXT("Input")); } break; };}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:27,
示例13: CreatePinvoid UEdGraphNode_Reference::AllocateDefaultPins(){ ReferencerPin = CreatePin( EEdGraphPinDirection::EGPD_Input, TEXT(""), TEXT(""), NULL, false, false, TEXT("") ); DependencyPin = CreatePin( EEdGraphPinDirection::EGPD_Output, TEXT(""), TEXT(""), NULL, false, false, TEXT("") ); ReferencerPin->bHidden = true; DependencyPin->bHidden = true;}
开发者ID:Codermay,项目名称:Unreal4,代码行数:8,
示例14: CreatePinvoid UK2Node_InputKey::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Pressed")); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Released")); Super::AllocateDefaultPins();}
开发者ID:Codermay,项目名称:Unreal4,代码行数:9,
示例15: checkvoid UK2Node_VariableGet::CreateNonPurePins(TArray<UEdGraphPin*>* InOldPinsPtr){ const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema()); check(K2Schema != nullptr); if (!K2Schema->DoesGraphSupportImpureFunctions(GetGraph())) { bIsPureGet = true; } if (!bIsPureGet) { FEdGraphPinType PinType; UProperty* VariableProperty = GetPropertyForVariable(); // We need the pin's type, to both see if it's an array and if it is of the correct types to remain an impure node if (VariableProperty) { K2Schema->ConvertPropertyToPinType(GetPropertyForVariable(), PinType); } // If there is no property and we are given some old pins to look at, find the old value pin and use the type there // This allows nodes to be pasted into other BPs without access to the property else if(InOldPinsPtr) { // find old variable pin and use the type. const FString PinName = GetVarNameString(); for(auto Iter = InOldPinsPtr->CreateConstIterator(); Iter; ++Iter) { if(const UEdGraphPin* Pin = *Iter) { if(PinName == Pin->PinName) { PinType = Pin->PinType; break; } } } } if (IsValidTypeForNonPure(PinType)) { // Input - Execution Pin CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute); // Output - Execution Pins UEdGraphPin* ValidPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); ValidPin->PinFriendlyName = LOCTEXT("Valid", "Is Valid"); UEdGraphPin* InvalidPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Else); InvalidPin->PinFriendlyName = LOCTEXT("Invalid", "Is Not Valid"); } else { bIsPureGet = true; } }}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,
示例16: CreatePinvoid UK2Node_VariableSetRef::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); CreatePin(EGPD_Input, K2Schema->PC_Wildcard, TEXT(""), NULL, false, true, TargetVarPinName); UEdGraphPin* ValuePin = CreatePin(EGPD_Input, K2Schema->PC_Wildcard, TEXT(""), NULL, false, false, VarValuePinName);}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:10,
示例17: CreatePinvoid UK2Node_GetArrayItem::AllocateDefaultPins(){ // Create the output pin CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, TEXT(""), NULL, true, false, TEXT("Array")); UEdGraphPin* IndexPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Int, TEXT(""), NULL, false, false, TEXT("Dimension 1")); GetDefault<UEdGraphSchema_K2>()->SetPinDefaultValueBasedOnType(IndexPin); // Create the input pins to create the arrays from CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Wildcard, TEXT(""), NULL, false, true, TEXT("Output"));}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,
示例18: CreatePinvoid UK2Node_PureAssignmentStatement::AllocateDefaultPins(){ const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, VariablePinName); CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, ValuePinName); CreatePin(EGPD_Output, Schema->PC_Wildcard, TEXT(""), NULL, false, false, OutputPinName); Super::AllocateDefaultPins();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:10,
示例19: GetUniquePinNamevoid UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags::AddPinToSwitchNode(){ FString PinName = GetUniquePinName(); FString InPin = TEXT("Tag") + PinName; FString OutPin = PinName + TEXT(" True"); PinNames.Add(FName(*PinName)); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), FGameplayTag::StaticStruct(), false, true, InPin); CreatePin(EGPD_Output, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, OutPin);}
开发者ID:aovi,项目名称:UnrealEngine4,代码行数:11,
示例20: CreatePinvoid UK2Node_MultiGate::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins){ Super::ReallocatePinsDuringReconstruction(OldPins); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Reset")); CreatePin(EGPD_Input, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, TEXT("IsRandom")); CreatePin(EGPD_Input, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, TEXT("Loop")); UEdGraphPin* IndexPin = CreatePin(EGPD_Input, K2Schema->PC_Int, TEXT(""), NULL, false, false, TEXT("StartIndex")); IndexPin->DefaultValue = TEXT("-1"); IndexPin->AutogeneratedDefaultValue = TEXT("-1");}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:12,
示例21: InputPinNamevoid UK2Node_Knot::AllocateDefaultPins(){ const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); const FString InputPinName(TEXT("InputPin")); const FString OutputPinName(TEXT("OutputPin")); UEdGraphPin* MyInputPin = CreatePin(EGPD_Input, Schema->PC_Wildcard, FString(), nullptr, /*bIsArray=*/ false, /*bIsReference=*/ false, InputPinName); MyInputPin->bDefaultValueIsIgnored = true; UEdGraphPin* MyOutputPin = CreatePin(EGPD_Output, Schema->PC_Wildcard, FString(), nullptr, /*bIsArray=*/ false, /*bIsReference=*/ false, OutputPinName);}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:12,
示例22: CreatePinvoid UK2Node_MakeArray::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); // Create the output pin CreatePin(EGPD_Output, K2Schema->PC_Wildcard, TEXT(""), NULL, true, false, *OutputPinName); // Create the input pins to create the arrays from for (int32 i = 0; i < NumInputs; ++i) { CreatePin(EGPD_Input, K2Schema->PC_Wildcard, TEXT(""), NULL, false, false, *FString::Printf(TEXT("[%d]"), i)); }}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:13,
示例23: CreatePinvoid UK2Node_EnumEquality::AllocateDefaultPins(){ const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); // Create the return value pin CreatePin(EGPD_Output, Schema->PC_Boolean, TEXT(""), NULL, false, false, Schema->PN_ReturnValue); // Create the input pins CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, "A"); CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, "B"); Super::AllocateDefaultPins();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:13,
示例24: checkvoid UK2Node_EnumLiteral::AllocateDefaultPins(){ check(Enum); const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>(); auto InputPin = CreatePin(EGPD_Input, Schema->PC_Byte, TEXT(""), Enum, false, false, GetEnumInputPinName()); Schema->SetPinDefaultValueBasedOnType(InputPin); CreatePin(EGPD_Output, Schema->PC_Byte, TEXT(""), Enum, false, false, Schema->PN_ReturnValue); Super::AllocateDefaultPins();}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:13,
示例25: CreatePinvoid UK2Node_FormatText::AllocateDefaultPins(){ Super::AllocateDefaultPins(); const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CachedFormatPin = CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, FFormatTextNodeHelper::GetFormatPinName()); CreatePin(EGPD_Output, K2Schema->PC_Text, TEXT(""), NULL, false, false, TEXT("Result")); for(auto It = PinNames.CreateConstIterator(); It; ++It) { CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, It->ToString()); }}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:13,
示例26: AddPinToSwitchNodevoid UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags::AllocateDefaultPins(){ PinNames.Empty(); for (int32 Index = 0; Index < NumberOfPins; ++Index) { AddPinToSwitchNode(); } const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), FGameplayTagContainer::StaticStruct(), false, true, TEXT("Gameplay Tag Container")); UEnum* EnumClass = FindObject<UEnum>(NULL, TEXT("GameplayTags.EGameplayTagMatchType")); CreatePin(EGPD_Input, K2Schema->PC_Byte, TEXT(""), EnumClass, false, false, TEXT("Tag Container Match Type")); CreatePin(EGPD_Input, K2Schema->PC_Byte, TEXT(""), EnumClass, false, false, TEXT("Tags Match Type"));}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:14,
示例27: checkvoid UK2Node_ForEachElementInEnum::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); check(K2Schema); CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); if (Enum) { CreatePin(EGPD_Output, K2Schema->PC_Byte, TEXT(""), Enum, false, false, EnumOuputPinName); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, InsideLoopPinName); }}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:14,
示例28: CreatePinvoid UK2Node_Event::AllocateDefaultPins(){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); CreatePin(EGPD_Output, K2Schema->PC_Delegate, TEXT(""), NULL, false, false, DelegateOutputName); CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then); const UFunction* Function = FindEventSignatureFunction(); if (Function != NULL) { CreatePinsForFunctionEntryExit(Function, /*bIsFunctionEntry=*/ true); } Super::AllocateDefaultPins();}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:15,
示例29: CreatePinUEdGraphPin* UK2Node_Message::CreateSelfPin(const UFunction* Function){ const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>(); UEdGraphPin* SelfPin = CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), UObject::StaticClass(), false, false, K2Schema->PN_Self); SelfPin->bDefaultValueIsIgnored = true; return SelfPin;}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:7,
示例30: TEXTvoid UMaterialGraphNode::CreateInputPins(){ const TArray<FExpressionInput*> ExpressionInputs = MaterialExpression->GetInputs(); for (int32 Index = 0; Index < ExpressionInputs.Num() ; ++Index) { FExpressionInput* Input = ExpressionInputs[Index]; FString InputName = MaterialExpression->GetInputName(Index); // Shorten long expression input names. if ( !FCString::Stricmp( *InputName, TEXT("Coordinates") ) ) { InputName = TEXT("UVs"); } else if ( !FCString::Stricmp( *InputName, TEXT("TextureObject") ) ) { InputName = TEXT("Tex"); } else if ( !FCString::Stricmp( *InputName, TEXT("Input") ) ) { InputName = TEXT(""); } else if ( !FCString::Stricmp( *InputName, TEXT("Exponent") ) ) { InputName = TEXT("Exp"); } else if ( !FCString::Stricmp( *InputName, TEXT("AGreaterThanB") ) ) { InputName = TEXT("A>=B"); } else if ( !FCString::Stricmp( *InputName, TEXT("AEqualsB") ) ) { InputName = TEXT("A==B"); } else if ( !FCString::Stricmp( *InputName, TEXT("ALessThanB") ) ) { InputName = TEXT("A<B"); } else if ( !FCString::Stricmp( *InputName, TEXT("MipLevel") ) ) { InputName = TEXT("Level"); } else if ( !FCString::Stricmp( *InputName, TEXT("MipBias") ) ) { InputName = TEXT("Bias"); } const UMaterialGraphSchema* Schema = CastChecked<UMaterialGraphSchema>(GetSchema()); FString PinCategory = MaterialExpression->IsInputConnectionRequired(Index) ? Schema->PC_Required : Schema->PC_Optional; FString PinSubCategory = TEXT(""); UEdGraphPin* NewPin = CreatePin(EGPD_Input, PinCategory, PinSubCategory, NULL, /*bIsArray=*/ false, /*bIsReference=*/ false, InputName); if (NewPin->PinName.IsEmpty()) { // Makes sure pin has a name for lookup purposes but user will never see it NewPin->PinName = CreateUniquePinName(TEXT("Input")); NewPin->PinFriendlyName = TEXT(" "); } }}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,
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