More fixes to blueprint exporter.
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@@ -11,12 +11,14 @@
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#include "EdGraphNode_Comment.h"
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#include "K2Node_VariableGet.h"
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#include "K2Node_CallFunction.h"
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#include "K2Node_FunctionEntry.h"
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FlxBlueprintExporter::FlxBlueprintExporter(UEdGraph* InGraph)
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: Graph(InGraph)
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{
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SortNodes();
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AssignNodeNames();
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EmitLocalVariables();
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EmitNodeList();
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EmitGraph();
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}
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@@ -33,20 +35,27 @@ FString FlxBlueprintExporter::SanitizeName(const FString& Title)
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return Result.IsEmpty() ? TEXT("_") : Result;
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}
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FString FlxBlueprintExporter::FormatPinType(UEdGraphPin* Pin)
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FString FlxBlueprintExporter::FormatPinType(const FEdGraphPinType& PinType)
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{
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if (UObject* SubObj = Pin->PinType.PinSubCategoryObject.Get())
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if (UObject* SubObj = PinType.PinSubCategoryObject.Get())
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{
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return SubObj->GetName();
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}
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FString Type = Pin->PinType.PinCategory.ToString();
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FString Type = PinType.PinCategory.ToString();
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Type[0] = FChar::ToUpper(Type[0]);
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return Type;
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}
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FString FlxBlueprintExporter::FormatPinType(UEdGraphPin* Pin)
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{
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return FormatPinType(Pin->PinType);
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}
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FString FlxBlueprintExporter::FormatNodeBaseName(UEdGraphNode* Node)
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{
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return SanitizeName(Node->GetNodeTitle(ENodeTitleType::ListView).ToString());
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FString Title = Node->GetNodeTitle(ENodeTitleType::ListView).ToString();
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Title = FName::NameToDisplayString(*Title, false);
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return SanitizeName(Title);
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}
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@@ -344,6 +353,25 @@ void FlxBlueprintExporter::EmitNode(UEdGraphNode* Node)
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}
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}
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void FlxBlueprintExporter::EmitLocalVariables()
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{
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for (UEdGraphNode* Node : Graph->Nodes)
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{
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UK2Node_FunctionEntry* EntryNode = Cast<UK2Node_FunctionEntry>(Node);
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if (!EntryNode) continue;
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for (const FBPVariableDescription& Var : EntryNode->LocalVariables)
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{
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FString Default = Var.DefaultValue.IsEmpty() ? TEXT("<default>") : Var.DefaultValue;
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Output.Appendf(TEXT("local %s %s = %s\n"),
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*FormatPinType(Var.VarType),
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*SanitizeName(Var.VarName.ToString()),
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*Default);
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}
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break;
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}
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}
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void FlxBlueprintExporter::EmitGraph()
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{
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for (UEdGraphNode* Node : SortedNodes)
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@@ -33,6 +33,7 @@ private:
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// or struct, for example. But that's OK, we don't
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// need precise type info, we just need readability.
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//
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static FString FormatPinType(const FEdGraphPinType& PinType);
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static FString FormatPinType(UEdGraphPin* Pin);
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// Get the node base name as a sanitized string.
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@@ -101,6 +102,7 @@ private:
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void SortNodes();
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void AssignNodeNames();
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void EmitNode(UEdGraphNode* Node);
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void EmitLocalVariables();
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void EmitGraph();
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void EmitNodeList();
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