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Blueprint on 3rd menu
Blueprint on 3rd menu






blueprint on 3rd menu

Transfer the control flow to the execution pin "A" when the value of the internal pin "Switch" is true. Transfer the control flow to the execution pin "B" when the value of the internal pin "Switch" is false.įBlueprintCompiledStatement& GotoStatement = Context.AppendStatementForNode(MyManualSwitchNode) Ĭ(&GotoStatement, BPin) UEdGraphPin* SwitchNet = FEdGraphUtilities::GetNetFromPin(SwitchPin) įBPTerminal* Switch = (SwitchNet) UEdGraphPin* SwitchPin = MyManualSwitchNode->FindPin(SwitchPinName) UEdGraphPin* BPin = MyManualSwitchNode->FindPin(BPinName) UEdGraphPin* APin = MyManualSwitchNode->FindPin(APinName) UK2Node_MyManualSwitch* MyManualSwitchNode = CastChecked(Node) The following is the Blueprint compilation process defined in the member function Compile. To implement this, we define the Blueprint compilation process. If False, execute the node connected to the pin "B". The node "MyManualSwitch" executes the node connected to the pin "A" when the internal pin "Switch" is True. Define the Process of Execution Pinsĭefine the process for the execution pin. Note that we add an internal pin "Switch" that holds a flag to switch the execution pin to execute.īy specifying the value "true" to the member variable DefaultValue, we can set the default value true. SwitchPin->bDefaultValueIsReadOnly = true UEdGraphPin* SwitchPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Boolean, SwitchPinName) CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute) ĬreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, APinName) ĬreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, BPinName) We will implement the process of adding pins to AllocateDefaultPins. Pin NameĮxecute the node connected to this pin when the internal pin "Switch" is True.Įxecute the node connected to this pin when the internal pin "Switch" is False.Įxecute the node connected to the execution pin "A" if True.

blueprint on 3rd menu

Add PinsĪdd the following pins to meet the specifications of the node. Steps 1 and 2 are the almost same as in the article for the basic, so we will start from step 3. We can create a Blueprint node by the following steps.

  • "Execute B": Execute execution pin "B".Ĭreate a module by following to the description in the Basic section.įor the concreate instructions to create a module, please refer to the article for the basic.
  • "Execute A": Execute execution pin "A".
  • Add a menu when you right-click on a node.
  • Add execution pins "A" and "B" on the output side.
  • The specification of the Blueprint node "MyManualSwitch" is as follows. uproject file and activate the "MyManualSwitch" plugin.
  • Open the project file and build the project.
  • uproject file and create a project file for Visual Studio.
  • Place the directory MyManualSwitch into Plugins in your Unreal Engine project directory.
  • To run the source code, follow these steps.

    #Blueprint on 3rd menu code

    The complete source code is available on GitHub.








    Blueprint on 3rd menu