Add 'ParseReturnValuesOnly' to the lua prototype parser.
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@@ -72,7 +72,7 @@ void UK2Node_LuaInvoke::AllocateDefaultPins()
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// Note that we use the saved value of the function
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// prototype, because the function prototype pin
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// has been deleted at this point.
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FlxParsedProto ParsedProto(LuaFunctionPrototype);
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FlxParsedProto ParsedProto = FlxParsedProto::ParsePrototype(LuaFunctionPrototype);
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if (!ParsedProto.ErrorMessage.IsEmpty())
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{
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SetErrorMsg(FString::Printf(TEXT("Syntax error in lua function prototype: %s"), *ParsedProto.ErrorMessage));
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@@ -164,7 +164,7 @@ void UK2Node_LuaInvoke::ExpandNode(class FKismetCompilerContext& CompilerContext
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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// The BeginNode function packs the class name and function name into the call buffer.
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FlxParsedProto ParsedProto(LuaFunctionPrototype);
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FlxParsedProto ParsedProto = FlxParsedProto::ParsePrototype(LuaFunctionPrototype);
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const UEdGraphSchema_K2* CCSchema = CompilerContext.GetSchema();
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UK2Node_CallFunction* BeginNode = MakeCallFunctionNode(CompilerContext, SourceGraph, LuaCallLibraryFunction(LuaCallBegin));
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CCSchema->TrySetDefaultValue(*BeginNode->FindPinChecked(TEXT("ClassName")), ParsedProto.ClassName);
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