ISMGraphGeneration¶
Module: SMAssetTools
Public Classes¶
Name | |
---|---|
struct | FCreateStateNodeArgs |
struct | FCreateStateStackArgs |
struct | FCreateTransitionEdgeArgs |
struct | FSetNodePropertyArgs |
Public Types¶
Name | |
---|---|
enum | EArrayChangeType |
Public Functions¶
Name | |
---|---|
virtual | ~ISMGraphGeneration() |
virtual USMGraphNode_StateNodeBase * | CreateStateNode(USMBlueprint * InBlueprint, const FCreateStateNodeArgs & InStateArgs) =0 |
template \<typename T >T * | CreateStateNode(USMBlueprint * InBlueprint, const FCreateStateNodeArgs & InStateArgs) |
virtual USMGraphNode_TransitionEdge * | CreateTransitionEdge(USMBlueprint * InBlueprint, const FCreateTransitionEdgeArgs & InTransitionArgs) =0 |
template \<typename T >T * | CreateTransitionEdge(USMBlueprint * InBlueprint, const FCreateTransitionEdgeArgs & InTransitionArgs) |
virtual USMStateInstance * | CreateStateStackInstance(USMGraphNode_StateNode * InStateNode, const FCreateStateStackArgs & InStateStackArgs) =0 |
virtual bool | SetNodePropertyValue(USMGraphNode_Base * InGraphNode, const FSetNodePropertyArgs & InPropertyArgs) =0 |
Public Types Documentation¶
enum
EArrayChangeType¶
Enumerator | Value | Description |
---|---|---|
SetElement | Set the value of the provided index, resizing the array to match if necessary. | |
RemoveElement | Remove the element from the array at the provided index. | |
Clear | Clear all elements from the array. |
Handle array processing.
Public Functions Documentation¶
function
~ISMGraphGeneration¶
function
CreateStateNode¶
virtual USMGraphNode_StateNodeBase * CreateStateNode(
USMBlueprint * InBlueprint,
const FCreateStateNodeArgs & InStateArgs
) =0
Create a new state graph node in a blueprint.
Parameters:
InBlueprint
- The blueprint to place the node.
InStateArgs
- Arguments to use when creating the state.
Return: The newly created state node if successful.
function
CreateStateNode¶
template <typename T >
inline T * CreateStateNode(
USMBlueprint * InBlueprint,
const FCreateStateNodeArgs & InStateArgs
)
function
CreateTransitionEdge¶
virtual USMGraphNode_TransitionEdge * CreateTransitionEdge(
USMBlueprint * InBlueprint,
const FCreateTransitionEdgeArgs & InTransitionArgs
) =0
Create a new transition between two states.
Parameters:
InBlueprint
- The blueprint to place the edge.
InTransitionArgs
- Arguments to use to create the transition.
Return: The newly created transition edge if successful.
function
CreateTransitionEdge¶
template <typename T >
inline T * CreateTransitionEdge(
USMBlueprint * InBlueprint,
const FCreateTransitionEdgeArgs & InTransitionArgs
)
function
CreateStateStackInstance¶
virtual USMStateInstance * CreateStateStackInstance(
USMGraphNode_StateNode * InStateNode,
const FCreateStateStackArgs & InStateStackArgs
) =0
Create and add a state instance to a state stack.
Parameters:
InStateNode
- The state node which should contain the state stack.
InStateStackArgs
- The arguments to use when adding the state instance to the stack.
Return: The created state stack instance.
function
SetNodePropertyValue¶
virtual bool SetNodePropertyValue(
USMGraphNode_Base * InGraphNode,
const FSetNodePropertyArgs & InPropertyArgs
) =0
Set the value of a property on a graph node. This can be a state or transition. The property can be public, non-public, or a custom graph property (Such as a TextGraph).
Parameters:
InGraphNode
- The graph node containing the property to modify.
InPropertyArgs
- The property arguments.
Return: True if the value was set successfully.