// Copyright 2025 https://yuewu.dev/en All Rights Reserved. #include "GGA_K2Node_ContextPayload.h" #include "EdGraphSchema_K2.h" #include "BlueprintNodeSpawner.h" #include "BlueprintActionDatabaseRegistrar.h" #include "Utilities/GGA_GameplayEffectFunctionLibrary.h" void UGGA_K2Node_ContextPayload::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { Super::GetMenuActions(ActionRegistrar); UClass* Action = GetClass(); if (ActionRegistrar.IsOpenForRegistration(Action)) { auto CustomizeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FName FunctionName) { UGGA_K2Node_ContextPayload* Node = CastChecked(NewNode); UFunction* Function = UGGA_GameplayEffectFunctionLibrary::StaticClass()->FindFunctionByName(FunctionName); check(Function); Node->SetFromFunction(Function); }; UBlueprintNodeSpawner* SetNodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(SetNodeSpawner != nullptr); SetNodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic( CustomizeLambda, GET_FUNCTION_NAME_CHECKED(UGGA_GameplayEffectFunctionLibrary, SetContextPayload)); ActionRegistrar.AddBlueprintAction(Action, SetNodeSpawner); // UBlueprintNodeSpawner* GetNodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); // check(GetNodeSpawner != nullptr); // GetNodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic( // CustomizeLambda, GET_FUNCTION_NAME_CHECKED(UGGA_GameplayEffectFunctionLibrary, GetContextPayload)); // ActionRegistrar.AddBlueprintAction(Action, GetNodeSpawner); } } bool UGGA_K2Node_ContextPayload::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const { const UEdGraphPin* ValuePin = FindPinChecked(FName(TEXT("Value"))); if (MyPin == ValuePin && MyPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Wildcard) { if (OtherPin->PinType.PinCategory != UEdGraphSchema_K2::PC_Struct) { OutReason = TEXT("Value must be a struct."); return true; } } return false; }