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UBlueprintFieldNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
Takes care of spawning various field related nodes (nodes associated with functions, enums, structs, properties, etc.). Acts as the "action" portion for certain FBlueprintActionMenuItems.
BlueprintGraph
class UBlueprintFieldNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
[ { "type": "TObjectPtr<UCl...", "name": "OwnerClass", "description": "The owning class to configure new nodes with." }, { "type": "FSetNodeFieldDe...", "name": "SetNodeFieldDelegate", "description": "Callback to define how the field should be applied to new nodes" } ]
UBlueprintFunctionNodeSpawner::BindToNode
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.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
[]
UBlueprintFunctionNodeSpawner::CanBindMultipleObjects
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Determines if this will accept more than one binding (used to block multiple bindings from being applied to nodes that can only have one). True if this will accept multiple bindings, otherwise false.
BlueprintGraph
virtual bool CanBindMultipleObjects() const
[]
UBlueprintFunctionNodeSpawner::Create
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Creates a newUBlueprintFunctionNodeSpawnerfor the specified function. Does not do any compatibility checking to ensure that the function is viable as a blueprint function call (do that before calling this). A newly allocated instance of this class.
BlueprintGraph
static [UBlueprintFunctionNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFunctionNodeSpawner) * Create ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Function, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
[]
UBlueprintFunctionNodeSpawner::Create
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Creates a newUBlueprintFunctionNodeSpawnerfor the specified function. Does not do any compatibility checking to ensure that the function is viable as a blueprint function call (do that before calling this). A newly allocated instance of this class.
BlueprintGraph
static [UBlueprintFunctionNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFunctionNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) > NodeClass, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Function, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
[]
UBlueprintFunctionNodeSpawner::GetFunction
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Retrieves the function that this assigns to spawned nodes (defines the node's signature). The function that this class was initialized with.
BlueprintGraph
[UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * GetFunction() const
[]
UBlueprintFunctionNodeSpawner::GetUiSpec
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.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
[]
UBlueprintFunctionNodeSpawner::Invoke
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.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
[]
UBlueprintFunctionNodeSpawner::Prime
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Not required, but intended to passively help speed up menu building operations. Will cache a node-template (via GetTemplateNode), along with any expensive text strings, to avoid constructing them all on demand.
BlueprintGraph
virtual void Prime()
[]
UBlueprintFunctionNodeSpawner::IsBindingCompatible
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.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
[]
UBlueprintFunctionNodeSpawner::UBlueprintFunctionNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
BlueprintGraph
UBlueprintFunctionNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBlueprintFunctionNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Takes care of spawning variousUK2Node_CallFunctionnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.
BlueprintGraph
class UBlueprintFunctionNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)
[]
UBlueprintNodeSpawner::BeginDestroy
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
BlueprintGraph
virtual void BeginDestroy()
[]
UBlueprintNodeSpawner::BindToNode
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.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
[]
UBlueprintNodeSpawner::CanBindMultipleObjects
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Determines if this will accept more than one binding (used to block multiple bindings from being applied to nodes that can only have one). True if this will accept multiple bindings, otherwise false.
BlueprintGraph
virtual bool CanBindMultipleObjects() const
[]
UBlueprintNodeSpawner::ClearCachedTemplateNode
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Removes the spawner's cached template node (if it has one), meaning that the nextGetTemplateNode()call will spawn a new one (and that calls toGetCachedTemplateNode()will return null).
BlueprintGraph
void ClearCachedTemplateNode() const
[]
UBlueprintNodeSpawner::Create
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Templatized version of the aboveCreate()method (where we specify the spawner's node class through the template argument). A newly allocated instance of this class.
BlueprintGraph
template<class NodeType> static [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate )
[]
UBlueprintNodeSpawner::Create
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Creates a newUBlueprintNodeSpawnerfor the specified node class. Sets the allocated spawner's NodeClass and CustomizeNodeDelegate fields from the supplied parameters. A newly allocated instance of this class.
BlueprintGraph
static [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > const NodeClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate )
[]
FCustomizeNodeDelegate
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
BlueprintGraph
typedef TBaseDelegate_TwoParams< void, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool > FCustomizeNodeDelegate
[]
FUiSpecOverrideDelegate
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
BlueprintGraph
typedef TBaseDelegate_ThreeParams< void, [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const &, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const &, [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) * > FUiSpecOverrideDelegate
[]
UBlueprintNodeSpawner::GetCachedTemplateNode
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Retrieves a cached template for the node that this is set to spawn. Will NOT spawn one if it is not already cached. The cached template-node (if one already exists for this spawner).
BlueprintGraph
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetCachedTemplateNode() const
[]
UBlueprintNodeSpawner::GetSpawnerSignature
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.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
[]
UBlueprintNodeSpawner::GetTemplateNode
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Retrieves a cached template for the node that this is set to spawn. Will instantiate a new template if one didn't previously exist. If the template-node is not compatible with any of our cachedUEdGraphouters, then we use TargetGraph as a model to create one that will work. Should return a new/cached template-node (but could be null, or some pre-existing node... depends on the sub-class'sInvoke()method).
BlueprintGraph
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetTemplateNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const
[]
UBlueprintNodeSpawner::GetUiSpec
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.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
[]
UBlueprintNodeSpawner::Invoke
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.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
[]
UBlueprintNodeSpawner::IsBindingCompatible
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.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
[]
UBlueprintNodeSpawner::IsTemplateNodeFilteredOut
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Determine if the node of this spawner's template's type should be filtered in the actions menu
BlueprintGraph
virtual bool IsTemplateNodeFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter ) const
[]
UBlueprintNodeSpawner::Prime
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Not required, but intended to passively help speed up menu building operations. Will cache a node-template (via GetTemplateNode), along with any expensive text strings, to avoid constructing them all on demand.
BlueprintGraph
virtual void Prime()
[]
UBlueprintNodeSpawner::PrimeDefaultUiSpec
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Takes theFBlueprintActionUiSpecthat this was spawned with and attempts to fill in any missing fields (by polling a template node). This spawner's default ui spec.
BlueprintGraph
[FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) const & PrimeDefaultUiSpec ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UBlueprintNodeSpawner::SpawnNode
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Simplified version of the otherSpawnNode(), that just let's sub-classes specify their own post-spawn delegate (the node class is comes directly from the template parameter). Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.
BlueprintGraph
template<class NodeType> NodeType * SpawnNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate ) const
[]
UBlueprintNodeSpawner::SpawnNode
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
ProtectedSpawnNode()that let's sub-classes specify their own post-spawn delegate and node class. Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.
BlueprintGraph
template<class NodeType> NodeType * SpawnNode ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate ) const
[]
UBlueprintNodeSpawner::UBlueprintNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
BlueprintGraph
UBlueprintNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBlueprintNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Intended to be wrapped and used byFBlueprintActionMenuItem. Rather than sub-classing the menu item, we choose to subclass this instead (for different node types). That way, we get the type inference that comes with UObjects (and we don't have to continuously compare identification strings).
BlueprintGraph
class UBlueprintNodeSpawner : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBlueprintNodeBinder](API\Editor\BlueprintGraph\IBlueprintNodeBinder)
[ { "type": "FCustomizeNodeD...", "name": "CustomizeNodeDelegate", "description": "A delegate to perform specialized node setup post-spawn (so you don't have to sub-class this for every node type)." }, { "type": "FBlueprintActio...", "name": "DefaultMenuSignature", "description": "Defines how this spawner is presented in the ui" }, { "type": "FUiSpecOverride...", "name": "DynamicUiSignatureGetter", "description": "Provides a way to override DefaultMenuSignature based off blueprint/graph/menu context" }, { "type": "TSubclassOf<UE...", "name": "NodeClass", "description": "Holds the node type that this spawner will instantiate." } ]
UBlueprintVariableNodeSpawner::CreateFromLocal
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Creates a newUBlueprintVariableNodeSpawner, charged with spawning a local-variable node (for a variable that belongs to a specific graph). A newly allocated instance of this class.
BlueprintGraph
static [UBlueprintVariableNodeSpawner](API\Editor\BlueprintGraph\UBlueprintVariableNodeSpawner) * CreateFromLocal ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) > NodeClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * VarContext, [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const & VarDesc, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * VarProperty, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
[]
UBlueprintVariableNodeSpawner::CreateFromMemberOrParam
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Creates a newUBlueprintVariableNodeSpawner, charged with spawning a member-variable node (for a variable that has an associatedFProperty) A newly allocated instance of this class.
BlueprintGraph
static [UBlueprintVariableNodeSpawner](API\Editor\BlueprintGraph\UBlueprintVariableNodeSpawner) * CreateFromMemberOrParam ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) > NodeClass, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) const * VarProperty, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * VarContext, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass )
[]
UBlueprintVariableNodeSpawner::GetSpawnerSignature
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.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
[]
UBlueprintVariableNodeSpawner::GetVarOuter
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
If this is a local variable, then this will return theUEdGraphthat it belongs to, otherwise it pulls the outer from the wrapped member-variable property. Null if the variable is no longer valid, otherwise an object pointer to the variable's owner.
BlueprintGraph
[FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) GetVarOuter() const
[]
UBlueprintVariableNodeSpawner::GetUiSpec
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.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
[]
UBlueprintVariableNodeSpawner::GetVarProperty
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Accessor to the variable's property. Will be null if this is for a local variable (as they don't have UProperties associated with them). Null if this wraps a local variable (or if the variable property is stale), otherwise the property this was initialized with.
BlueprintGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) const * GetVarProperty() const
[]
UBlueprintVariableNodeSpawner::GetVarType
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Utility function for easily accessing the variable's type (needs to pull the information differently if it is a local variable as opposed to a member variable with aFProperty). A struct detailing the wrapped variable's type.
BlueprintGraph
[FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetVarType() const
[]
UBlueprintVariableNodeSpawner::Invoke
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.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
[]
UBlueprintVariableNodeSpawner::IsLocalVariable
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Since this spawner can wrap both local and member variables, we use this method to discern between the two. True if this spawner wraps a local variable, false if not.
BlueprintGraph
bool IsLocalVariable() const
[]
UBlueprintVariableNodeSpawner::IsUserLocalVariable
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
True if this is a user-created local variable
BlueprintGraph
bool IsUserLocalVariable() const
[]
UBlueprintVariableNodeSpawner::Prime
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Not required, but intended to passively help speed up menu building operations. Will cache a node-template (via GetTemplateNode), along with any expensive text strings, to avoid constructing them all on demand.
BlueprintGraph
virtual void Prime()
[]
UBlueprintVariableNodeSpawner::UBlueprintVariableNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
BlueprintGraph
UBlueprintVariableNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBlueprintVariableNodeSpawner
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h
Takes care of spawning variable getter/setter nodes. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2Var, and can spawn nodes for both member-variables and local function variables.
BlueprintGraph
class UBlueprintVariableNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)
[]
UDEPRECATED_K2Node_LocalVariable::ChangeVariableType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Assigns the local variable a type
BlueprintGraph
void ChangeVariableType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InVariableType )
[]
UDEPRECATED_K2Node_LocalVariable::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
BlueprintGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UDEPRECATED_K2Node_LocalVariable::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UDEPRECATED_K2Node_LocalVariable::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UDEPRECATED_K2Node_LocalVariable::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UDEPRECATED_K2Node_LocalVariable::MakeNameValidator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Create a name validator for this node
BlueprintGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
[]
UDEPRECATED_K2Node_LocalVariable::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UDEPRECATED_K2Node_LocalVariable::OnRenameNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Called when this node is being renamed after a successful name validation
BlueprintGraph
virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
[]
UDEPRECATED_K2Node_LocalVariable::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BlueprintGraph
virtual void PostPasteNode()
[]
UDEPRECATED_K2Node_LocalVariable::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...
BlueprintGraph
virtual void PostPlacedNewNode()
[]
UDEPRECATED_K2Node_LocalVariable::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Return whether the node's properties display in the blueprint details panel
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UDEPRECATED_K2Node_LocalVariable::ReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Refresh the connectors on a node, preserving as many connections as it can.
BlueprintGraph
virtual void ReconstructNode()
[]
UDEPRECATED_K2Node_LocalVariable::UDEPRECATED_K2Node_LocalVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
BlueprintGraph
UDEPRECATED_K2Node_LocalVariable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDEPRECATED_K2Node_LocalVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
BlueprintGraph
class UDEPRECATED_K2Node_LocalVariable : public [UK2Node_TemporaryVariable](API\Editor\BlueprintGraph\UK2Node_TemporaryVariable)
[ { "type": "FName", "name": "CustomVariableName", "description": "If this is not an override, allow user to specify a name for the function created by this entry point" }, { "type": "FText", "name": "VariableTooltip", "description": "The local variable's assigned tooltip" } ]
UEdGraphSchema_K2::AddExtraFunctionFlags
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Add the specified flags to the function entry node of the graph, to make sure they get compiled in to the generated function
BlueprintGraph
void AddExtraFunctionFlags ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, int32 ExtraFlags ) const
[]
UEdGraphSchema_K2::AddSelectedReplaceableNodes
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Generate a list of replaceable nodes for context menu based on the editor's current selection
BlueprintGraph
void AddSelectedReplaceableNodes ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode ) const
[]
AG_LevelReference
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Action grouping values
BlueprintGraph
static const int32 AG_LevelReference = 100;
[]
AllObjectTypes
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Pin Selector category for all object types.
BlueprintGraph
static const [FName](API\Runtime\Core\UObject\FName) AllObjectTypes;
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UEdGraphSchema_K2::ArePinsCompatible
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type. true if the pin types and directions are compatible.
BlueprintGraph
virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const
[]
UEdGraphSchema_K2::ArePinTypesCompatible
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Returns true if the two pin types are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type. true if the pin types are compatible.
BlueprintGraph
virtual bool ArePinTypesCompatible ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Output, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Input, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const
[]
UEdGraphSchema_K2::ArePinTypesEquivalent
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Returns true if the types are schema Equivalent. true if the pin types and directions are compatible.
BlueprintGraph
virtual bool ArePinTypesEquivalent ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinA, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinB ) const
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UEdGraphSchema_K2::AutowireConversionNode
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Tries to connect any pins with matching types and directions from the conversion node to the specified input and output pins.
BlueprintGraph
void AutowireConversionNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * ConversionNode ) const
[]
UEdGraphSchema_K2::BackwardCompatibilityNodeConversion
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
BlueprintGraph
virtual void BackwardCompatibilityNodeConversion ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges ) const
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bGeneratingDocumentation
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Somewhat hacky mechanism to prevent tooltips created for pins from including the display name and type when generating BP API documentation.
BlueprintGraph
static bool bGeneratingDocumentation = false;
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UEdGraphSchema_K2::BreakNodeLinks
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Breaks all links from/to a single node
BlueprintGraph
virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const
[]
UEdGraphSchema_K2::BreakPinLinks
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Breaks all links from/to a single pin
BlueprintGraph
virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const
[]
UEdGraphSchema_K2::BreakSinglePinLink
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Breaks the link between two nodes.
BlueprintGraph
virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const
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UEdGraphSchema_K2::CalculateAveragePositionBetweenNodes
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Calculates an average position between the nodes owning the two specified pins.
BlueprintGraph
static FVector2D CalculateAveragePositionBetweenNodes ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin )
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UEdGraphSchema_K2::CanCreateConnection
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Determine if a connection can be created between two pins. An empty string if the connection is legal, otherwise a message describing why the connection would fail.
BlueprintGraph
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UEdGraphSchema_K2::CanDuplicateGraph
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can this graph type be duplicated?
BlueprintGraph
virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const
[]
UEdGraphSchema_K2::CanEncapuslateNode
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can TestNode be encapsulated into a child graph?
BlueprintGraph
virtual bool CanEncapuslateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) const & TestNode ) const
[]
UEdGraphSchema_K2::CanFunctionBeUsedInGraph
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Checks to see if the passed in function is valid in the graph for the current class
BlueprintGraph
bool CanFunctionBeUsedInGraph ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InDestGraph, uint32 InFunctionTypes, bool bInCalledForEach, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const
[]
UEdGraphSchema_K2::CanKismetOverrideFunction
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can this function be overridden by kismet (either placed as event or new function graph created)
BlueprintGraph
static bool CanKismetOverrideFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )
[]
UEdGraphSchema_K2::CanPromotePinToVariable
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can Pin be promoted to a variable?
BlueprintGraph
bool CanPromotePinToVariable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, bool bInToMemberVariable ) const
[]
UEdGraphSchema_K2::CanRecombineStructPin
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can Pin be recombined back to its original form
BlueprintGraph
bool CanRecombineStructPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const
[]
UEdGraphSchema_K2::CanShowDataTooltipForPin
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Checks to see if a pin supports Pin Value Inspection Tooltips true if it supports data tooltips
BlueprintGraph
virtual bool CanShowDataTooltipForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const
[]
UEdGraphSchema_K2::CanSplitStructPin
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can Pin be split in to its component elements
BlueprintGraph
bool CanSplitStructPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const
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UEdGraphSchema_K2::CanUserKismetAccessVariable
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can this variable be accessed by kismet code
BlueprintGraph
static bool CanUserKismetAccessVariable ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [EDelegateFilterMode](API\Editor\BlueprintGraph\UEdGraphSchema_K2\EDelegateFilterMode) FilterMode )
[]
UEdGraphSchema_K2::CanUserKismetCallFunction
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Can this function be called by kismet code
BlueprintGraph
static bool CanUserKismetCallFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )
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UEdGraphSchema_K2::CanVariableBeDropped
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Check whether variables can be dropped onto the graph the response to rejection or allowing the drop
BlueprintGraph
virtual bool CanVariableBeDropped ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop ) const
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UEdGraphSchema_K2::ClassHasBlueprintAccessibleMembers
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
See if a class has any members that are accessible by a blueprint
BlueprintGraph
bool ClassHasBlueprintAccessibleMembers ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
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UEdGraphSchema_K2::ClearPinWatch
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
If the specified pin is currently being watched, then this will clear the watch from the graph's debug system.
BlueprintGraph
virtual void ClearPinWatch ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const * Pin ) const
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UEdGraphSchema_K2::CollapseGatewayNode
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Makes connections into/or out of the gateway node, connect directly to the associated networks on the opposite side of the tunnel When done, none of the pins on the gateway node will be connected to anything. Requires both this gateway node and it's associated node to be in the same graph already (post-merging) Returns TRUE if successful
BlueprintGraph
bool CollapseGatewayNode ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * InNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InEntryNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InResultNode, class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * CompilerContext, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > * OutExpandedNodes ) const
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ColorStruct
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
BlueprintGraph
static const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ColorStruct = nullptr;
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UEdGraphSchema_K2::CombineTwoPinNetsAndRemoveOldPins
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Connects all of the linked pins from PinA to all of the linked pins from PinB, removing both PinA and PinB from being linked to anything else Requires the nodes that own the pins to be in the same graph already (post-merging)
BlueprintGraph
void CombineTwoPinNetsAndRemoveOldPins ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPinB ) const
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UEdGraphSchema_K2::ConfigureVarNode
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Configure the supplied variable node based on the supplied info
BlueprintGraph
static void ConfigureVarNode ( class [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) * InVarNode, [FName](API\Runtime\Core\UObject\FName) InVariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InVariableSource, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InTargetBlueprint )
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UEdGraphSchema_K2::ConstructBasicPinTooltip
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
BlueprintGraph
virtual void ConstructBasicPinTooltip ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, const [FText](API\Runtime\Core\Internationalization\FText) & PinDescription, [FString](API\Runtime\Core\Containers\FString) & TooltipOut ) const
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UEdGraphSchema_K2::ConvertDeprecatedNodeToFunctionCall
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Convert a deprecated node into a function call node, called from per-node ConvertDeprecatedNode
BlueprintGraph
[UK2Node](API\Editor\BlueprintGraph\UK2Node) * ConvertDeprecatedNodeToFunctionCall ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * OldNode, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * NewFunction, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & OldPinToNewPinMap, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
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UEdGraphSchema_K2::ConvertPropertyToPinType
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Convert the type of aFPropertyto the corresponding pin type. true on success, false if the property is unsupported or invalid.
BlueprintGraph
bool ConvertPropertyToPinType ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & TypeOut ) const
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UEdGraphSchema_K2::CreateAutomaticConversionNodeAndConnections
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert. True if a cast node and connection were made; false if the connection failed and had no side effects.
BlueprintGraph
virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
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UEdGraphSchema_K2::CreateFunctionGraphTerminators
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Populate new function graph with entry and possibly return node
BlueprintGraph
virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const
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UEdGraphSchema_K2::CreateFunctionGraphTerminators
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Populate new function graph with entry and possibly return node
BlueprintGraph
virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FunctionSignature ) const
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UEdGraphSchema_K2::CreateMacroGraphTerminators
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Populate new macro graph with entry and possibly return node
BlueprintGraph
virtual void CreateMacroGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const
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UEdGraphSchema_K2::CreatePromotedConnection
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Try to create a promotion from one type to another in order to make a connection between two pins. True if the promotion and connection were successful; False if the connection failed.
BlueprintGraph
virtual bool CreatePromotedConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
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