className
stringlengths 1
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| headerPath
stringlengths 14
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| description
stringlengths 0
1.62k
| module
stringlengths 0
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| code
stringlengths 0
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listlengths 0
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|---|---|---|---|---|---|
IBlueprintNodeBinder
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
class IBlueprintNodeBinder
|
[] |
|
IK2Node_AddPinInterface::AddInputPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
Add an additional input pin to this node
|
BlueprintGraph
|
void AddInputPin()
|
[] |
IK2Node_AddPinInterface::CanAddPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
Determines if a pin can be added to this node. Typically used withinUK2Node::GetNodeContextMenuActionsto determine what options there should be.
bool True if a new pin can be added, false if it cannot.
|
BlueprintGraph
|
virtual bool CanAddPin() const
|
[] |
IK2Node_AddPinInterface::CanRemovePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
Returns true if the given pin can be removed from this node.
bool True if the pin can be removed, false otherwise.
|
BlueprintGraph
|
virtual bool CanRemovePin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
|
[] |
IK2Node_AddPinInterface::GetMaxInputPinsNum
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
Determine the maximum number of additional input pins this node can have. The node is limited by the number of letters in the alphabet for display purposes
constexpr int32
|
BlueprintGraph
|
static constexpr int32 GetMaxInputPinsNum()
|
[] |
IK2Node_AddPinInterface::GetNameForAdditionalPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
GetNameForAdditionalPinFNameName of this additional pin
|
BlueprintGraph
|
static [FName](API\Runtime\Core\UObject\FName) GetNameForAdditionalPin ( int32 PinIndex )
|
[] |
IK2Node_AddPinInterface::RemoveInputPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
Attempt to remove the given pin from this node. Should fail if the given pin is not an additional pin to the node
|
BlueprintGraph
|
virtual void RemoveInputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
|
[] |
IK2Node_AddPinInterface
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h
|
UK2Node_DoOnceMultiInput
|
BlueprintGraph
|
class IK2Node_AddPinInterface
|
[] |
IK2Node_EventNodeInterface::GetEventNodeAction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EventNodeInterface.h
|
BlueprintGraph
|
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )
|
[] |
|
IK2Node_EventNodeInterface
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EventNodeInterface.h
|
BlueprintGraph
|
class IK2Node_EventNodeInterface
|
[] |
|
IK2Node_ExternalGraphInterface::GetExternalGraphs
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExternalGraphInterface.h
|
Get external graphs to display for this node.
|
BlueprintGraph
|
[TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetExternalGraphs() const
|
[] |
IK2Node_ExternalGraphInterface
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExternalGraphInterface.h
|
BlueprintGraph
|
class IK2Node_ExternalGraphInterface
|
[] |
|
INodeDependingOnEnumInterface::GetEnum
|
/Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h
|
BlueprintGraph
|
virtual UEnum &42; GetEnum&40;&41; const
|
[] |
|
INodeDependingOnEnumInterface::ReloadEnum
|
/Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h
|
BlueprintGraph
|
virtual void ReloadEnum &40; class UEnum &42; &41;
|
[] |
|
INodeDependingOnEnumInterface::ShouldBeReconstructedAfterEnumChanged
|
/Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h
|
BlueprintGraph
|
virtual bool ShouldBeReconstructedAfterEnumChanged&40;&41; const
|
[] |
|
INodeDependingOnEnumInterface
|
/Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h
|
BlueprintGraph
|
class INodeDependingOnEnumInterface
|
[] |
|
WithIdenticalViaEquality
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
enum &123; WithIdenticalViaEquality = true &125;
|
[] |
|
TStructOpsTypeTraits< FPerBlueprintSettings >
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
template<> struct TStructOpsTypeTraits< FPerBlueprintSettings > : public [TStructOpsTypeTraitsBase2< FPerBlueprintSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
|
[] |
|
TypePromoDebug::IsTypePromoEnabled
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintTypePromotion.h
|
Checks if the type promotion editor pref is true or false (The bEnableTypePromotion BP editor setting)
|
BlueprintGraph
|
namespace TypePromoDebug { static bool TypePromoDebug::IsTypePromoEnabled() }
|
[] |
UBlueprintAssetNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintAssetNodeSpawner.h
|
Creates a newUBlueprintAssetNodeSpawnerfor the supplied asset. Does not do any compatibility checking to ensure that the asset is viable for blueprint use.
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintAssetNodeSpawner](API\Editor\BlueprintGraph\UBlueprintAssetNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > const InNodeClass, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) InPostSpawnDelegate )
|
[] |
UBlueprintAssetNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintAssetNodeSpawner.h
|
Takes care of spawning various asset related nodes (nodes associated with an asset).
|
BlueprintGraph
|
class UBlueprintAssetNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
|
[] |
UBlueprintAssetNodeSpawner::GetAssetData
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintAssetNodeSpawner.h
|
Retrieves the asset that this assigns to spawned nodes.
The asset that this class was initialized with.
|
BlueprintGraph
|
const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetAssetData() const
|
[] |
UBlueprintBoundEventNodeSpawner::BindToNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not.
|
BlueprintGraph
|
virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const
|
[] |
UBlueprintBoundEventNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
Creates a newUBlueprintEventNodeSpawnerfor delegate bound events. Does not come bound, instead it is left up to the ui to bind
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintBoundEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintBoundEventNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) > NodeClass, [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * EventDelegate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
|
[] |
UBlueprintBoundEventNodeSpawner::FindPreExistingEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
BlueprintGraph
|
virtual [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const * FindPreExistingEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const
|
[] |
|
UBlueprintBoundEventNodeSpawner::GetEventDelegate
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
BlueprintGraph
|
[FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const * GetEventDelegate() const
|
[] |
|
UBlueprintBoundEventNodeSpawner::GetSpawnerSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const
|
[] |
UBlueprintBoundEventNodeSpawner::Invoke
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
|
BlueprintGraph
|
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const
|
[] |
UBlueprintBoundEventNodeSpawner::IsBindingCompatible
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not.
|
BlueprintGraph
|
virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const
|
[] |
UBlueprintBoundEventNodeSpawner::UBlueprintBoundEventNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
BlueprintGraph
|
UBlueprintBoundEventNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBlueprintBoundEventNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h
|
Takes care of spawningUK2Node_Eventnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead,Invoke()will return the existing one). Evolved fromFEdGraphSchemaAction_K2AddEventandFEdGraphSchemaAction_K2ViewNode.
|
BlueprintGraph
|
class UBlueprintBoundEventNodeSpawner : public [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner)
|
[] |
UBlueprintBoundNodeSpawner::BindToNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not.
|
BlueprintGraph
|
virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const
|
[] |
UBlueprintBoundNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintBoundNodeSpawner](API\Editor\BlueprintGraph\UBlueprintBoundNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
|
[] |
FCanBindObjectDelegate
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
BlueprintGraph
|
typedef TBaseDelegate_OneParam< bool, [UObject](API\Runtime\CoreUObject\UObject\UObject) const * > FCanBindObjectDelegate
|
[] |
|
FFindPreExistingNodeDelegate
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
BlueprintGraph
|
typedef TBaseDelegate_TwoParams< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & > FFindPreExistingNodeDelegate
|
[] |
|
FOnBindObjectDelegate
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
BlueprintGraph
|
typedef TBaseDelegate_TwoParams< bool, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnBindObjectDelegate
|
[] |
|
UBlueprintBoundNodeSpawner::GetSpawnerSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const
|
[] |
UBlueprintBoundNodeSpawner::Invoke
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
|
BlueprintGraph
|
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const
|
[] |
UBlueprintBoundNodeSpawner::IsBindingCompatible
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not.
|
BlueprintGraph
|
virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const
|
[] |
UBlueprintBoundNodeSpawner::UBlueprintBoundNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
BlueprintGraph
|
UBlueprintBoundNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBlueprintBoundNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
|
Takes care of spawning various bound nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.
|
BlueprintGraph
|
class UBlueprintBoundNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
|
[
{
"type": "FCanBindObjectD...",
"name": "CanBindObjectDelegate",
"description": "A delegate to perform specialized node binding verification"
},
{
"type": "FFindPreExistin...",
"name": "FindPreExistingNodeDelegate",
"description": "A delegate to find a node that is already spawned, instead of spawning a node we will focus on the pre-existing node found by the delegate"
},
{
"type": "FOnBindObjectDe...",
"name": "OnBindObjectDelegate",
"description": "A delegate to perform specialized node setup during binding"
}
] |
UBlueprintComponentNodeSpawner::BindToNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not.
|
BlueprintGraph
|
virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const
|
[] |
UBlueprintComponentNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
Creates a newUBlueprintComponentNodeSpawnerfor the specified class. Does not do any compatibility checking to ensure that the class is viable as a spawnable component (do that before calling this).
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintComponentNodeSpawner](API\Editor\BlueprintGraph\UBlueprintComponentNodeSpawner) * Create ( const struct [FComponentTypeEntry](API\Editor\UnrealEd\FComponentTypeEntry) & Entry )
|
[] |
UBlueprintComponentNodeSpawner::GetComponentClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
Retrieves the component class that this configures spawned nodes with.
The component type that this class was initialized with.
|
BlueprintGraph
|
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetComponentClass() const
|
[] |
UBlueprintComponentNodeSpawner::GetSpawnerSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const
|
[] |
UBlueprintComponentNodeSpawner::GetUiSpec
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
Takes the defaultFBlueprintActionUiSpecand modifies it dynamically to accommodate the current context.
A ui spec, detailing how to present this action in the menu.
|
BlueprintGraph
|
virtual [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) GetUiSpec ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const
|
[] |
UBlueprintComponentNodeSpawner::Invoke
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
|
BlueprintGraph
|
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const
|
[] |
UBlueprintComponentNodeSpawner::IsBindingCompatible
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not.
|
BlueprintGraph
|
virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const
|
[] |
UBlueprintComponentNodeSpawner::IsTemplateNodeFilteredOut
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
BlueprintGraph
|
virtual bool IsTemplateNodeFilteredOut ( const [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) & Filter ) const
|
[] |
|
UBlueprintComponentNodeSpawner::UBlueprintComponentNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
BlueprintGraph
|
UBlueprintComponentNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBlueprintComponentNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
|
Takes care of spawningUK2Node_AddComponentnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2AddComponent.
|
BlueprintGraph
|
class UBlueprintComponentNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
|
[] |
UBlueprintDelegateNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h
|
Creates a newUBlueprintDelegateNodeSpawnerfor the specified property. Does not do any compatibility checking to ensure that the property is accessible from blueprints (do that before calling this).
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintDelegateNodeSpawner](API\Editor\BlueprintGraph\UBlueprintDelegateNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate) > NodeClass, [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const *const Property, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
|
[] |
UBlueprintDelegateNodeSpawner::GetDelegateProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h
|
Accessor to the delegate property that this spawner wraps (the delegate that this will assign spawned nodes with).
The delegate property that this was initialized with.
|
BlueprintGraph
|
[FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const * GetDelegateProperty() const
|
[] |
UBlueprintDelegateNodeSpawner::UBlueprintDelegateNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h
|
BlueprintGraph
|
UBlueprintDelegateNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBlueprintDelegateNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h
|
Takes care of spawning various nodes associated with delegates. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2Delegate,FEdGraphSchemaAction_K2AssignDelegate, etc.
|
BlueprintGraph
|
class UBlueprintDelegateNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)
|
[] |
FOnIsClassAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
typedef TBaseDelegate_OneParam< bool, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FOnIsClassAllowed
|
[] |
|
FOnIsClassPathAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
typedef TBaseDelegate_OneParam< bool, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & > FOnIsClassPathAllowed
|
[] |
|
UBlueprintEditorSettings::GetFunctionPermissions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
Get allowed functions permissions list
|
BlueprintGraph
|
[FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetFunctionPermissions()
|
[] |
UBlueprintEditorSettings::GetEnumPermissions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
Get allowed enums permissions list
|
BlueprintGraph
|
[FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetEnumPermissions()
|
[] |
UBlueprintEditorSettings::GetPinCategoryPermissions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
Get allowed pin categories permissions list
|
BlueprintGraph
|
[FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) & GetPinCategoryPermissions()
|
[] |
UBlueprintEditorSettings::GetStructPermissions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
Get allowed structs permissions list
|
BlueprintGraph
|
[FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetStructPermissions()
|
[] |
UBlueprintEditorSettings::HasClassFiltering
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool HasClassFiltering() const
|
[] |
|
UBlueprintEditorSettings::HasClassOnPinFiltering
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool HasClassOnPinFiltering() const
|
[] |
|
UBlueprintEditorSettings::HasClassPathFiltering
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool HasClassPathFiltering() const
|
[] |
|
UBlueprintEditorSettings::HasClassPathOnPinFiltering
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool HasClassPathOnPinFiltering() const
|
[] |
|
UBlueprintEditorSettings::IsClassAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool IsClassAllowed ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
|
[] |
|
UBlueprintEditorSettings::IsClassAllowedOnPin
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool IsClassAllowedOnPin ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
|
[] |
|
UBlueprintEditorSettings::IsClassPathAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool IsClassPathAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const
|
[] |
|
UBlueprintEditorSettings::IsClassPathAllowedOnPin
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool IsClassPathAllowedOnPin ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const
|
[] |
|
UBlueprintEditorSettings::IsFunctionAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
bool IsFunctionAllowed ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) FunctionName ) const
|
[] |
|
UBlueprintEditorSettings::OnAssetRemoved
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void OnAssetRemoved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
|
[] |
|
UBlueprintEditorSettings::OnAssetRenamed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void OnAssetRenamed ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetInfo, const [FString](API\Runtime\Core\Containers\FString) & InOldName )
|
[] |
|
UBlueprintEditorSettings::PostInitProperties
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
|
BlueprintGraph
|
virtual void PostInitProperties()
|
[] |
UBlueprintEditorSettings::PostEditChangeProperty
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
UObjectinterface
|
BlueprintGraph
|
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UBlueprintEditorSettings::RegisterIsClassAllowedOnPinDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void RegisterIsClassAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassAllowed) Delegate )
|
[] |
|
UBlueprintEditorSettings::RegisterIsClassAllowedDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
Delegates called to determine whether a class type is allowed
|
BlueprintGraph
|
void RegisterIsClassAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassAllowed) Delegate )
|
[] |
UBlueprintEditorSettings::RegisterIsClassPathAllowedDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void RegisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassPathAllowed) Delegate )
|
[] |
|
UBlueprintEditorSettings::RegisterIsClassPathAllowedOnPinDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void RegisterIsClassPathAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassPathAllowed) Delegate )
|
[] |
|
UBlueprintEditorSettings::UnregisterIsClassAllowedDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void UnregisterIsClassAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )
|
[] |
|
UBlueprintEditorSettings::UnregisterIsClassPathAllowedDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void UnregisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )
|
[] |
|
UBlueprintEditorSettings::UnregisterIsClassAllowedOnPinDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void UnregisterIsClassAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )
|
[] |
|
UBlueprintEditorSettings::UnregisterIsClassPathAllowedOnPinDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
void UnregisterIsClassPathAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )
|
[] |
|
UBlueprintEditorSettings::UBlueprintEditorSettings
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
UBlueprintEditorSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBlueprintEditorSettings
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
class UBlueprintEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
|
[
{
"type": "TArray<FAdditi...",
"name": "AdditionalBlueprintCategories",
"description": "List of additional category names to show in Blueprints, optionally filtered by parent class type."
},
{
"type": "bool",
"name": "bAllowExplicitImpureNodeDisabling",
"description": "If enabled, nodes can be explicitly disabled via context menu when right-clicking on impure nodes in the Blueprint editor."
},
{
"type": "bool",
"name": "bAlwaysShowInterfacesInOverrides",
"description": "If set interface functions will always show in the overrides menu, even if they are already shown in the interfaces menu"
},
{
"type": "TArray<TSoftCl...",
"name": "BaseClassesToAllowRecompilingDuringPlayInEditor",
"description": "Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place)"
},
{
"type": "bool",
"name": "bAutoCastObjectConnections",
"description": "If enabled, then you'll be able to directly connect arbitrary object pins together (a pure cast node will be injected automatically)."
},
{
"type": "bool",
"name": "bBlueprintNodeUniqueNames",
"description": "If enabled, blueprint nodes in the event graph will display with unique names rather than their display name."
},
{
"type": "bool",
"name": "bCompactCallOnMemberNodes",
"description": "If enabled, then call-on-member actions will be spawned as a single node (instead of a GetMember + FunctionCall node)."
},
{
"type": "bool",
"name": "bDoNotMarkAllInstancesDirtyOnDefaultValueChange",
"description": "If enabled, assets containing Blueprint instances (e.g. maps) will not be marked dirty when default values are edited, unless it results in the instance becoming realigned with the new default value."
},
{
"type": "bool",
"name": "bDoubleClickNavigatesToParent",
"description": "Double click to navigate up to the parent graph"
},
{
"type": "bool",
"name": "bDrawMidpointArrowsInBlueprints",
"description": "Style Settings."
},
{
"type": "bool",
"name": "bEnableContextMenuTimeSlicing",
"description": "When the Blueprint graph context menu is invoked (e.g. by right-clicking in the graph or dragging off a pin), do not block the UI while populating the available actions list."
},
{
"type": "bool",
"name": "bEnableInputTriggerSupportWarnings",
"description": "Workflow Settings."
},
{
"type": "bool",
"name": "bEnableNamespaceEditorFeatures",
"description": "Whether to enable namespace importing and filtering features in the Blueprint editor"
},
{
"type": "bool",
"name": "bEnableNamespaceFilteringFeatures",
"description": "- Remove this if/when dependent code is changed to utilize the single setting above."
},
{
"type": "bool",
"name": "bEnableNamespaceImportingFeatures",
"description": "- Remove this if/when dependent code is changed to utilize the single setting above."
},
{
"type": "bool",
"name": "bEnablePinValueInspectionTooltips",
"description": "If enabled, pin tooltips during PIE will be interactive"
},
{
"type": "bool",
"name": "bEnableTypePromotion",
"description": "Allows for pin types to be promoted to others, i.e. float to double"
},
{
"type": "bool",
"name": "bExposeAllMemberComponentFunctions",
"description": "If enabled, then ALL component functions are exposed to the context menu (when the contextual target is a component owner)."
},
{
"type": "bool",
"name": "bExposeDeprecatedFunctions",
"description": "If enabled, deprecated functions will be visible in the context menu and will be available for override implementation."
},
{
"type": "bool",
"name": "bFavorPureCastNodes",
"description": "Experimental."
},
{
"type": "bool",
"name": "bFlattenFavoritesMenus",
"description": "If enabled, then your Blueprint favorites will be uncategorized, leaving you with less nested categories to sort through."
},
{
"type": "bool",
"name": "bHideConstructionScriptComponentsInDetailsView",
"description": "If set will exclude components added in a Blueprint class Construction Script from the component details view"
},
{
"type": "bool",
"name": "bHideUnrelatedNodes",
"description": "If true, fade nodes which are not connected to the selected nodes"
},
{
"type": "bool",
"name": "bIncludeActionsForSelectedAssetsInContextMenu",
"description": "If enabled, invoking the Blueprint graph context menu with one or more compatible assets selected in the Content Browser will generate an additional set of pre-bound menu actions when the \"Context Sensitive\" option is enabled."
},
{
"type": "bool",
"name": "bIncludeCommentNodesInBookmarksTab",
"description": "If enabled, comment nodes will be included in the tree view display in the Bookmarks tab."
},
{
"type": "bool",
"name": "bInheritImportedNamespacesFromParentBP",
"description": "- Remove this if/when this becomes a permanent setting. For now this is experimental."
},
{
"type": "bool",
"name": "bJumpToNodeErrors",
"description": "When enabled, if a blueprint has compiler errors, then the graph will jump and focus on the first node generating an error"
},
{
"type": "bool",
"name": "bLimitAssetActionBindingToSingleSelectionOnly",
"description": "Only generate pre-bound \"Add Component\" actions when there is a single asset selected in the Content Browser."
},
{
"type": "bool",
"name": "bLoadSelectedAssetsForContextMenuActionBinding",
"description": "When generating pre-bound \"Add Component\" actions, any selected assets that are not yet loaded will be synchronously loaded as part of building the Blueprint Graph context menu."
},
{
"type": "bool",
"name": "bNavigateToNativeFunctionsFromCallNodes",
"description": "If set, double clicking on a call function node will attempt to navigate an open C++ editor to the native source definition"
},
{
"type": "TArray<FBPEdit...",
"name": "BookmarkNodes",
"description": "Blueprint bookmark nodes (for display)"
},
{
"type": "TMap<FGuid,FE...",
"name": "Bookmarks",
"description": "Blueprint bookmark database"
},
{
"type": "EBlueprintBreak...",
"name": "BreakpointReloadMethod",
"description": "How to handle previously-set breakpoints on reload."
},
{
"type": "bool",
"name": "bShowAccessSpecifier",
"description": "If set we'll show the access specifier of functions in the My Blueprint view"
},
{
"type": "bool",
"name": "bShowActionMenuItemSignatures",
"description": "Developer Settings."
},
{
"type": "bool",
"name": "bShowBookmarksForCurrentDocumentOnlyInTab",
"description": "If enabled, only the bookmarks for the current document will be shown in the Bookmarks tab."
},
{
"type": "bool",
"name": "bShowContextualFavorites",
"description": "If enabled, then a separate section with your Blueprint favorites will be pined to the top of the context menu."
},
{
"type": "bool",
"name": "bShowDetailedCompileResults",
"description": "Perf Settings."
},
{
"type": "bool",
"name": "bShowEmptySections",
"description": "If set we'll show empty sections in the My Blueprint view."
},
{
"type": "bool",
"name": "bShowGraphInstructionText",
"description": "Determines if lightweight tutorial text shows up at the top of empty blueprint graphs"
},
{
"type": "bool",
"name": "bShowInheritedVariables",
"description": "If set we'll show the inherited variables in the My Blueprint view."
},
{
"type": "bool",
"name": "bShowParentClassInOverrides",
"description": "If set then the parent class will be listed next to the override function name in the overrides function menu"
},
{
"type": "bool",
"name": "bShowShortTooltips",
"description": "If true, use short tooltips whenever possible"
},
{
"type": "bool",
"name": "bShowViewportOnSimulate",
"description": "If true will show the viewport tab when simulate is clicked."
},
{
"type": "bool",
"name": "bSpawnDefaultBlueprintNodes",
"description": "If set will spawn default \"ghost\" event nodes in new Blueprints, modifiable in the [DefaultEventNodes] section of EditorPerProjectUserSettings"
},
{
"type": "bool",
"name": "bSplitContextTargetSettings",
"description": "If enabled, we'll save off your chosen target setting based off of the context (allowing you to have different preferences based off what you're operating on)."
},
{
"type": "int32",
"name": "CompileEventDisplayThresholdMs",
"description": "Minimum event time threshold used as a filter when additional details are enabled for display in the Compiler Results tab."
},
{
"type": "int32",
"name": "ContextMenuTimeSlicingThresholdMs",
"description": "The maximum amount of time (in milliseconds) allowed per frame for Blueprint graph context menu building when the non-blocking option is enabled."
},
{
"type": "TMap< int32,FE...",
"name": "GraphEditorQuickJumps",
"description": "Blueprint graph editor \"Quick Jump\" command bindings"
},
{
"type": "TArray<FString...",
"name": "NamespacesToAlwaysInclude",
"description": "A list of namespace identifiers that the Blueprint editor should always import by default. Requires Blueprint namespace features to be enabled and only applies to the current local user. Editing this list will also cause any visible Blueprint editor windows to be closed."
},
{
"type": "float",
"name": "NodeTemplateCacheCapMB",
"description": "The node template cache is used to speed up blueprint menuing."
},
{
"type": "TMap<FString, ...",
"name": "PerBlueprintSettings",
"description": "Maps Blueprint path to settings such as breakpoints"
},
{
"type": "TEnumAsByte< ES...",
"name": "SaveOnCompile",
"description": "Compiler Settings."
},
{
"type": "TSet<FName>",
"name": "TypePromotionPinDenyList",
"description": "If a pin type is within this list, then it will never be marked as a possible promotable function."
}
] |
|
UBlueprintEventNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
Creates a newUBlueprintEventNodeSpawnerfor the specified function. Does not do any compatibility checking to ensure that the function is viable as a blueprint event (do that before calling this).
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) * Create ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const EventFunc, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
|
[] |
UBlueprintEventNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
Creates a newUBlueprintEventNodeSpawnerfor custom events. The CustomEventName can be left blank if the node will pick one itself on instantiation.
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) > NodeClass, [FName](API\Runtime\Core\UObject\FName) CustomEventName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
|
[] |
UBlueprintEventNodeSpawner::GetEventFunction
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
Retrieves the function that this assigns to spawned nodes (defines the event's signature). Can be null if this spawner was for a custom event.
The event function that this class was initialized with.
|
BlueprintGraph
|
[UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * GetEventFunction() const
|
[] |
UBlueprintEventNodeSpawner::GetSpawnerSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const
|
[] |
UBlueprintEventNodeSpawner::Invoke
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
|
BlueprintGraph
|
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const
|
[] |
UBlueprintEventNodeSpawner::IsForCustomEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
BlueprintGraph
|
bool IsForCustomEvent() const
|
[] |
|
UBlueprintEventNodeSpawner::UBlueprintEventNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
BlueprintGraph
|
UBlueprintEventNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBlueprintEventNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
Takes care of spawningUK2Node_Eventnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead,Invoke()will return the existing one). Evolved fromFEdGraphSchemaAction_K2AddEventandFEdGraphSchemaAction_K2ViewNode.
|
BlueprintGraph
|
class UBlueprintEventNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
|
[] |
UBlueprintFieldNodeSpawner::Create
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
Creates a newUBlueprintFieldNodeSpawnerfor the supplied field. Does not do any compatibility checking to ensure that the field is viable for blueprint use.
A newly allocated instance of this class.
|
BlueprintGraph
|
static [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) > NodeClass, [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) Field, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [UClass](API\Runtime\CoreUObject\UObject\UClass) const * OwnerClass )
|
[] |
UBlueprintEventNodeSpawner::FindPreExistingEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
|
BlueprintGraph
|
virtual [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const * FindPreExistingEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const
|
[] |
|
FSetNodeFieldDelegate
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
BlueprintGraph
|
typedef TBaseDelegate_TwoParams< void, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > FSetNodeFieldDelegate
|
[] |
|
UBlueprintFieldNodeSpawner::GetField
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
Retrieves the field that this assigns to spawned nodes (defines the node's signature).
The field that this class was initialized with.
|
BlueprintGraph
|
[FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) GetField() const
|
[] |
UBlueprintFieldNodeSpawner::GetSpawnerSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const
|
[] |
UBlueprintFieldNodeSpawner::Invoke
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
|
BlueprintGraph
|
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const
|
[] |
UBlueprintFieldNodeSpawner::SetField
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
Sets the field for this spawner
|
BlueprintGraph
|
void SetField ( [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) InField )
|
[] |
UBlueprintFieldNodeSpawner::UBlueprintFieldNodeSpawner
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
|
BlueprintGraph
|
UBlueprintFieldNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
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