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UK2Node::BroadcastUserDefinedPinRenamed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Attempt to broadcast an event for a user-defined pin being renamed on this node
BlueprintGraph
void BroadcastUserDefinedPinRenamed ( [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )
[]
UK2Node::ClearCachedBlueprintData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Clears out any cached data that needs to be regenerated after a structural blueprint change
BlueprintGraph
virtual void ClearCachedBlueprintData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]
UK2Node::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node::ConvertDeprecatedNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Performs a node-specific deprecation fixup, which may delete this node and replace it with another one
BlueprintGraph
virtual void ConvertDeprecatedNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges )
[]
UK2Node::CreatePinsForFunctionEntryExit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Creates the pins required for a function entry or exit node (only inputs as outputs or outputs as inputs respectively) true on success.
BlueprintGraph
bool CreatePinsForFunctionEntryExit ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, bool bForFunctionEntry )
[]
UK2Node::DestroyPinList
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Helper function to properly destroy a set of pins.
BlueprintGraph
void DestroyPinList ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InPins )
[]
UK2Node::DoesInputWildcardPinAcceptArray
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
virtual bool DoesInputWildcardPinAcceptArray ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node::DoesOutputWildcardPinAcceptContainer
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
virtual bool DoesOutputWildcardPinAcceptContainer ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node::DoesWildcardPinAcceptContainer
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
bool DoesWildcardPinAcceptContainer ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node::DrawNodeAsEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsEntry() const
[]
UK2Node::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed
BlueprintGraph
virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const
[]
UK2Node::DrawNodeAsExit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsExit() const
[]
UK2Node::DrawNodeAsVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return whether to draw this node as a small variable node
BlueprintGraph
virtual bool DrawNodeAsVariable() const
[]
UK2Node::EarlyValidation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
This function if used for nodes that needs CDO for validation (Called before expansion)
BlueprintGraph
virtual void EarlyValidation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
EBaseNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
enum EBaseNodeRefreshPriority { Low_UsesDependentWildcard = 100, Low_ReceivesDelegateSignature = 150, Normal = 200, }
[]
ERedirectType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
enum ERedirectType { ERedirectType_None, ERedirectType_Name, ERedirectType_Value, ERedirectType_DefaultValue, }
[]
UK2Node::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Expands a node while compiling, which may add additional nodes or delete this node
BlueprintGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
UK2Node::ExpandSplitPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
[UK2Node](API\Editor\BlueprintGraph\UK2Node) * ExpandSplitPin ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node::ExpandSplitPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Helper function forExpandNode(), allowing other contexts to call pin expansion alone
BlueprintGraph
void ExpandSplitPins ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
UK2Node::FixupPinDefaultValues
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Handle backwards compatible fixes on load
BlueprintGraph
virtual void FixupPinDefaultValues()
[]
UK2Node::FixupPinStringDataReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Fixes up structure/soft object ref pins, on both save and load
BlueprintGraph
virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )
[]
UK2Node::GetBlueprint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Get the Blueprint object to which this node belongs
BlueprintGraph
[UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const
[]
UK2Node::GetBlueprintClassFromNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Util to get the generated class from a node.
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintClassFromNode() const
[]
UK2Node::GetCompactNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return title if drawing this node in 'compact' mode
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const
[]
UK2Node::GetCornerIcon
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
name of brush for special icon in upper-right corner
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const
[]
UK2Node::GetDocumentationLink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Returns the link used for external documentation for the graph node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UK2Node::GetDynamicBindingClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Returns which dynamic binding class (if any) to use for this node.
BlueprintGraph
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
[]
UK2Node::GetExecPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Get the input execution pin of this node (if one exists)
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetExecPin() const
[]
UK2Node::GetJumpTargetForDoubleClick
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
BlueprintGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UK2Node::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.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
[]
UK2Node::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Override to provide a default category for specific node types to be listed under. A localized category string (or an empty string if you want this node listed at the menu's root).
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
[]
UK2Node::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
This function returns an arbitrary number of attributes that describe this node for analytics events
BlueprintGraph
virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const
[]
UK2Node::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node::GetPassThroughPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return the matching "pass-through" pin for the given pin (if supported by this node)
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPassThroughPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const
[]
UK2Node::GetPinHoverText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Fetch the hover text for a pin when the graph is being edited.
BlueprintGraph
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
[]
UK2Node::GetPinMetaData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return the requested metadata for the pin if there is any
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )
[]
UK2Node::GetRedirectPinNames
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Determines what the possible redirect pin names are
BlueprintGraph
virtual void GetRedirectPinNames ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RedirectPinNames ) const
[]
UK2Node::GetReferencedLevelActor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor Reference to an actor corresponding to this node, or NULL if no actors are referenced
BlueprintGraph
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetReferencedLevelActor() const
[]
UK2Node::GetSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.). A signature struct, discerning this node from others.
BlueprintGraph
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
[]
UK2Node::GetThenPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Get the output then pin of this node (if one exists)
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const
[]
UK2Node::GetToolTipHeading
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipHeading() const
[]
UK2Node::HandleVariableRenamed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Handle when a variable is renamed in the Blueprint Palette
BlueprintGraph
virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )
[]
UK2Node::HasNonEditorOnlyReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Called during saving to determine if the object's references are used in game even when the object itself is never loaded outside the editor (because e.g. its references are followed during cooking) true if this object's references should be marked as used in game even when the object is editoronly
BlueprintGraph
virtual bool HasNonEditorOnlyReferences() const
[]
UK2Node::HasValidBlueprint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return true if this node has a valid blueprint outer, or false otherwise. Useful for checking validity of the node for UI list refreshes, which may operate on stale nodes for a frame until the list is refreshed
BlueprintGraph
bool HasValidBlueprint() const
[]
UK2Node::InsertNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Handles inserting the node between the FromPin and what the FromPin was original connected to
BlueprintGraph
void InsertNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewLinkPin, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutNodeList )
[]
UK2Node::IsActionFilteredOut
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Determine if the node of this type should be filtered in the actions menu
BlueprintGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UK2Node::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
true, is pins cannot be connected due to node's inner logic, put message for user in OutReason
BlueprintGraph
virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const
[]
UK2Node::IsInDevelopmentMode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Determines whether or not the node will compile in development mode.
BlueprintGraph
virtual bool IsInDevelopmentMode() const
[]
UK2Node::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node::IsNodeRootSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.
BlueprintGraph
virtual bool IsNodeRootSet() const
[]
UK2Node::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node::JumpToDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
BlueprintGraph
virtual void JumpToDefinition() const
[]
UK2Node::Message_Error
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
template<typename... ArgTypes> void Message_Error ( const [FString](API\Runtime\Core\Containers\FString) & Message, ArgTypes... Args ) const
[]
UK2Node::Message_Note
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Sends a message to the owning blueprint's CurrentMessageLog, if there is one available. Otherwise, defaults to logging to the normal channels. Should use this for node actions that happen during compilation!
BlueprintGraph
template<typename... ArgTypes> void Message_Note ( const [FString](API\Runtime\Core\Containers\FString) & Message, ArgTypes... Args ) const
[]
UK2Node::Message_Warn
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
template<typename... ArgTypes> void Message_Warn ( const [FString](API\Runtime\Core\Containers\FString) & Message, ArgTypes... Args ) const
[]
UK2Node::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
BlueprintGraph
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node::OnUserDefinedPinRenamed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Retrieves a delegate that is called when a user-defined pin on this node is renamed
BlueprintGraph
FOnUserDefinedPinRenamed & OnUserDefinedPinRenamed()
[]
UK2Node::PinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Called when the connection list of one of the pins of this node is changed in the editor
BlueprintGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node::PostLoad
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
BlueprintGraph
virtual void PostLoad()
[]
UK2Node::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node::PreEditChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
This is called when a property is about to be modified externally
BlueprintGraph
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UK2Node::PreloadObject
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Ensures the specified object is preloaded. ReferencedObject can be NULL.
BlueprintGraph
void PreloadObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReferencedObject )
[]
UK2Node::PreloadRequiredAssets
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Called before compilation begins, giving a blueprint time to force the linker to load data
BlueprintGraph
virtual void PreloadRequiredAssets()
[]
UK2Node::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
BlueprintGraph
virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
[]
UK2Node::ReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Refresh the connectors on a node, preserving as many connections as it can.
BlueprintGraph
virtual void ReconstructNode()
[]
UK2Node::ReferencesFunction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return whether this node references the specified function, identified by a name and guid pair
BlueprintGraph
virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const
[]
UK2Node::ReferencesVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed.
BlueprintGraph
virtual bool ReferencesVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const
[]
UK2Node::RegisterDynamicBinding
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Puts information about this node into the dynamic binding object.
BlueprintGraph
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
[]
UK2Node::RenameUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Renames a user defined pin and broadcasts the result to any OnUserDefinedPinRenamed listeners on success (if bTest is false)
BlueprintGraph
ERenamePinResult RenameUserDefinedPin ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName, bool bTest )
[]
UK2Node::RenameUserDefinedPinImpl
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Implementation function that renames an existing pin on the node. Does not broadcast notifications.
BlueprintGraph
virtual ERenamePinResult RenameUserDefinedPinImpl ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName, bool bTest )
[]
UK2Node::ReplaceReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Replace any member references of source with replacement
BlueprintGraph
virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement )
[]
UK2Node::RestoreSplitPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Helper function to restore Split Pins after ReallocatePinsDuringReconstruction, call after recreating all pins to restore split pin state.
BlueprintGraph
void RestoreSplitPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
[]
UK2Node::RewireOldPinsToNewPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Helper function to rewire old pins to new pins during node reconstruction (or other regeneration of pins)
BlueprintGraph
void RewireOldPinsToNewPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InOldPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InNewPins, [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * NewPinToOldPin )
[]
UK2Node::ReconstructSinglePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Handles the actual reconstruction (copying data, links, name, etc...) from two pins that have already been matched together.
BlueprintGraph
void ReconstructSinglePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) RedirectType )
[]
UK2Node::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
BlueprintGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UK2Node::ShouldDrawAsBead
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Should draw as a bead with no location of it's own
BlueprintGraph
virtual bool ShouldDrawAsBead() const
[]
UK2Node::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node::ShouldRedirectParam
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
returns the redirect type
BlueprintGraph
[ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) ShouldRedirectParam ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OldPinNames, [FName](API\Runtime\Core\UObject\FName) & NewPinName, const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * NewPinNode ) const
[]
UK2Node::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Return whether the node's properties display in the blueprint details panel
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UK2Node::ShowPaletteIconOnNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Should we show the Palette Icon for this node on the node title
BlueprintGraph
virtual bool ShowPaletteIconOnNode() const
[]
UK2Node::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
BlueprintGraph
virtual void ValidateNodeDuringCompilation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UK2Node::UK2Node
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
BlueprintGraph
UK2Node ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Abstract base class of all blueprint graph nodes.
BlueprintGraph
class UK2Node : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[]
UK2Node_ActorBoundEvent::CanPasteHere
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Determine if this node can live in the specified graph
BlueprintGraph
virtual bool CanPasteHere ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_ActorBoundEvent::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_ActorBoundEvent::DestroyNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Destroy the specified node
BlueprintGraph
virtual void DestroyNode()
[]
UK2Node_ActorBoundEvent::GetDocumentationExcerptName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationExcerptName() const
[]
UK2Node_ActorBoundEvent::GetDocumentationLink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Returns the link used for external documentation for the graph node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UK2Node_ActorBoundEvent::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.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
[]
UK2Node_ActorBoundEvent::GetReferencedLevelActor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor Reference to an actor corresponding to this node, or NULL if no actors are referenced
BlueprintGraph
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetReferencedLevelActor() const
[]
UK2Node_ActorBoundEvent::GetTargetDelegatePropertyFromSkel
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Return the delegate property that this event is bound to
BlueprintGraph
[FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * GetTargetDelegatePropertyFromSkel() const
[]
UK2Node_ActorBoundEvent::GetTargetDelegateDisplayName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Gets the proper display name for the property
BlueprintGraph
[FText](API\Runtime\Core\Internationalization\FText) GetTargetDelegateDisplayName() const
[]
UK2Node_ActorBoundEvent::GetTargetDelegateProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Return the delegate property that this event is bound to
BlueprintGraph
[FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * GetTargetDelegateProperty() const
[]
UK2Node_ActorBoundEvent::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_ActorBoundEvent::InitializeActorBoundEventParams
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Initialized the members of the node, given the specified owner and delegate property. This will fill out all the required members for the event, such as CustomFunctionName
BlueprintGraph
void InitializeActorBoundEventParams ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InEventOwner, const [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * InDelegateProperty )
[]
UK2Node_ActorBoundEvent::IsUsedByAuthorityOnlyDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
BlueprintGraph
virtual bool IsUsedByAuthorityOnlyDelegate() const
[]
UK2Node_ActorBoundEvent::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_ActorBoundEvent::ReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h
Refresh the connectors on a node, preserving as many connections as it can.
BlueprintGraph
virtual void ReconstructNode()
[]