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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 )
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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 )
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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
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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
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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)
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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 )
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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
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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
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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
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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
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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 )
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UBlueprintFieldNodeSpawner::UBlueprintFieldNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
BlueprintGraph
UBlueprintFieldNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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