Massive refactoring in FormatMessage and LuaCallNode
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@@ -31,6 +31,7 @@ public:
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//~ Begin UK2Node Interface.
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virtual bool IsNodePure() const override { return false; }
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virtual void ReconstructNode() override;
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
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@@ -51,9 +52,15 @@ private:
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static const FName ErrorPinName;
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private:
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/** The lua function prototype, which must be saved as a property **/
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// Whenever the function value changes, we call
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// ReconstructNode, which backs up the value into this
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// property. This cache is needed because during
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// ReconstructNode, we blow away the function pin. The
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// function pin is also absent when the node is first
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// created.
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//
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UPROPERTY()
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FString LuaFunctionPrototype;
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FString LuaFunctionPrototype = TEXT("class.func(int arg1, int arg2) : int ret1, int ret2");
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};
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