className
stringlengths 1
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| headerPath
stringlengths 14
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| description
stringlengths 0
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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()
|
[] |
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