| 1132 | } |
| 1133 | |
| 1134 | void UFlowNode::LoadInstance(const FFlowNodeSaveData& NodeRecord) |
| 1135 | { |
| 1136 | FMemoryReader MemoryReader(NodeRecord.NodeData, true); |
| 1137 | FFlowArchive Ar(MemoryReader); |
| 1138 | Serialize(Ar); |
| 1139 | |
| 1140 | if (UFlowAsset* FlowAsset = GetFlowAsset()) |
| 1141 | { |
| 1142 | FlowAsset->OnActivationStateLoaded(this); |
| 1143 | } |
| 1144 | |
| 1145 | switch (SignalMode) |
| 1146 | { |
| 1147 | case EFlowSignalMode::Enabled: |
| 1148 | OnLoad(); |
| 1149 | break; |
| 1150 | case EFlowSignalMode::Disabled: |
| 1151 | // designer doesn't want to execute this node's logic at all, so we kill it |
| 1152 | LogNote(TEXT("Signal disabled while loading Flow Node from SaveGame")); |
| 1153 | Finish(); |
| 1154 | break; |
| 1155 | case EFlowSignalMode::PassThrough: |
| 1156 | LogNote(TEXT("Signal pass-through on loading Flow Node from SaveGame")); |
| 1157 | OnPassThrough(); |
| 1158 | break; |
| 1159 | default: ; |
| 1160 | } |
| 1161 | } |
| 1162 | |
| 1163 | void UFlowNode::OnSave_Implementation() |
| 1164 | { |
nothing calls this directly
no test coverage detected