className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
UK2Node_ActorBoundEvent::Serialize | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.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_ActorBoundEvent::ValidateNodeDuringCompilation | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.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 ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const | [] |
UK2Node_ActorBoundEvent::UK2Node_ActorBoundEvent | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h | BlueprintGraph | UK2Node_ActorBoundEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_ActorBoundEvent | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h | BlueprintGraph | class UK2Node_ActorBoundEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) | [
{
"type": "TObjectPtr<UCl...",
"name": "DelegateOwnerClass",
"description": "Delegate property's owner class that this event is associated with"
},
{
"type": "FName",
"name": "DelegatePropertyName",
"description": "Delegate property name that this event is associated with"
},
{
"... | |
UK2Node_AddComponent::AllocateDefaultPinsWithoutExposedVariables | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | void AllocateDefaultPinsWithoutExposedVariables() | [] | |
UK2Node_AddComponent::AllocateDefaultPins | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call). | BlueprintGraph | virtual void AllocateDefaultPins() | [] |
UK2Node_AddComponent::AllocatePinsForExposedVariables | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | void AllocatePinsForExposedVariables() | [] | |
ComponentTemplateNamePrefix | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Prefix used for component template object name. | BlueprintGraph | static const [FString](API\Runtime\Core\Containers\FString) ComponentTemplateNamePrefix; | [] |
UK2Node_AddComponent::DestroyNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Destroy the specified node | BlueprintGraph | virtual void DestroyNode() | [] |
UK2Node_AddComponent::ExpandNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.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_AddComponent::FindDiffs | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Gives the node the option to customize how diffs are discovered within it. | BlueprintGraph | virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results ) | [] |
UK2Node_AddComponent::GetAddComponentFunctionName | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Static name of function to call | BlueprintGraph | static [FName](API\Runtime\Core\UObject\FName) GetAddComponentFunctionName() | [] |
UK2Node_AddComponent::GetDocumentationExcerptName | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.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_AddComponent::GetDocumentationLink | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Returns the link used for external documentation for the graph node | BlueprintGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const | [] |
UK2Node_AddComponent::GetNodeTitle | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.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_AddComponent::GetRelativeTransformPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetRelativeTransformPin() const | [] | |
UK2Node_AddComponent::GetManualAttachmentPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetManualAttachmentPin() const | [] | |
UK2Node_AddComponent::GetTemplateFromNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Tries to get a template object from this node. | BlueprintGraph | [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetTemplateFromNode() const | [] |
UK2Node_AddComponent::GetTemplateNamePinChecked | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetTemplateNamePinChecked() const | [] | |
UK2Node_AddComponent::IsCompatibleWithGraph | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Determine if a node of this type can be created for the specified graph. | BlueprintGraph | virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const | [] |
UK2Node_AddComponent::MakeNewComponentTemplate | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Helper method used to instantiate a new component template after duplication. | BlueprintGraph | void MakeNewComponentTemplate() | [] |
UK2Node_AddComponent::MakeNewComponentTemplateName | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Helper method used to generate a new, unique component template name. | BlueprintGraph | [FName](API\Runtime\Core\UObject\FName) MakeNewComponentTemplateName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InComponentClass ) | [] |
NAME_ManualAttachment | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | static const [FName](API\Runtime\Core\UObject\FName) NAME_ManualAttachment; | [] | |
NAME_RelativeTransform | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | static const [FName](API\Runtime\Core\UObject\FName) NAME_RelativeTransform; | [] | |
UK2Node_AddComponent::PostPasteNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor | BlueprintGraph | virtual void PostPasteNode() | [] |
UK2Node_AddComponent::PostReconstructNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Called at the end of ReconstructNode, allows node specific work to be performed | BlueprintGraph | virtual void PostReconstructNode() | [] |
UK2Node_AddComponent::PrepareForCopying | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Perform any steps necessary prior to copying a node into the paste buffer | BlueprintGraph | virtual void PrepareForCopying() | [] |
UK2Node_AddComponent::ReallocatePinsDuringReconstruction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.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_AddComponent::ReconstructNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | Refresh the connectors on a node, preserving as many connections as it can. | BlueprintGraph | virtual void ReconstructNode() | [] |
UK2Node_AddComponent::Serialize | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.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_AddComponent::ValidateNodeDuringCompilation | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.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 ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const | [] |
UK2Node_AddComponent::UK2Node_AddComponent | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | UK2Node_AddComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_AddComponent | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h | BlueprintGraph | class UK2Node_AddComponent : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) | [
{
"type": "uint32: 1",
"name": "bHasExposedVariable",
"description": ""
},
{
"type": "FString",
"name": "TemplateBlueprint",
"description": "The blueprint name we came from, so we can lookup the template after a paste"
},
{
"type": "TObjectPtr<UCl...",
"name": "TemplateType",... | |
UK2Node_AddComponentByClass::AllocateDefaultPins | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call). | BlueprintGraph | virtual void AllocateDefaultPins() | [] |
UK2Node_AddComponentByClass::CreatePinsForClass | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Create new pins to show properties on archetype | BlueprintGraph | virtual void CreatePinsForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OutClassPins ) | [] |
UK2Node_AddComponentByClass::ExpandNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Expands a node while compiling, which may add additional nodes or delete this node | BlueprintGraph | virtual void ExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph ) | [] |
UK2Node_AddComponentByClass::GetBaseNodeTitle | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Gets the node for use in lists and menus | BlueprintGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseNodeTitle() const | [] |
UK2Node_AddComponentByClass::GetDefaultNodeTitle | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Gets the default node title when no class is selected | BlueprintGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultNodeTitle() const | [] |
UK2Node_AddComponentByClass::GetClassPinBaseClass | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Gets base class to use for the 'class' pin.UObjectby default. | BlueprintGraph | virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassPinBaseClass() const | [] |
UK2Node_AddComponentByClass::GetManualAttachmentPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetManualAttachmentPin() const | [] | |
UK2Node_AddComponentByClass::GetNodeTitleFormat | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Gets the node title when a class has been selected. | BlueprintGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleFormat() const | [] |
UK2Node_AddComponentByClass::GetRelativeTransformPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetRelativeTransformPin() const | [] | |
UK2Node_AddComponentByClass::IsSceneComponent | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Returns true if the currently selected or linked class is known to be a scene component | BlueprintGraph | bool IsSceneComponent() const | [] |
UK2Node_AddComponentByClass::IsSpawnVarPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | See if this is a spawn variable pin, or a 'default' pin | BlueprintGraph | virtual bool IsSpawnVarPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const | [] |
UK2Node_AddComponentByClass::PinDefaultValueChanged | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Called when the DefaultValue of one of the pins of this node is changed in the editor | BlueprintGraph | virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] |
UK2Node_AddComponentByClass::SetSceneComponentPinsHidden | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Utility function to set whether the scene component specific pins are hidden or not | BlueprintGraph | void SetSceneComponentPinsHidden ( bool bHidden ) | [] |
UK2Node_AddComponentByClass::UK2Node_AddComponentByClass | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | BlueprintGraph | UK2Node_AddComponentByClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_AddComponentByClass | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h | Implementation of K2Node for creating a component based on a selected or passed in class | BlueprintGraph | class UK2Node_AddComponentByClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass) | [] |
UK2Node_AddDelegate::AllocateDefaultPins | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddDelegate.h | Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call). | BlueprintGraph | virtual void AllocateDefaultPins() | [] |
UK2Node_AddDelegate::GetNodeAttributes | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddDelegate.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_AddDelegate::CreateNodeHandler | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddDelegate.h | BlueprintGraph | virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const | [] | |
UK2Node_AddDelegate::GetNodeTitle | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddDelegate.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_AddDelegate::UK2Node_AddDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddDelegate.h | BlueprintGraph | UK2Node_AddDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_AddDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddDelegate.h | BlueprintGraph | class UK2Node_AddDelegate : public [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate) | [] | |
UK2Node_AddPinInterface | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | BlueprintGraph | class UK2Node_AddPinInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface) | [] | |
UK2Node_AssignDelegate::GetMenuCategory | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.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_AssignDelegate::GetNodeTitle | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.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_AssignDelegate::IsCompatibleWithGraph | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.h | BlueprintGraph | virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const | [] | |
UK2Node_AssignDelegate::PostPlacedNewNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.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() | [] |
UK2Node_AssignDelegate::UK2Node_AssignDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.h | BlueprintGraph | UK2Node_AssignDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_AssignDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignDelegate.h | Modeled afterFEdGraphSchemaAction_K2AssignDelegatefor the newer Blueprint menu system. Acts simply as aUK2Node_AddDelegatewith an attached custom- event node (spawned in PostPlacedNewNode). | BlueprintGraph | class UK2Node_AssignDelegate : public [UK2Node_AddDelegate](API\Editor\BlueprintGraph\UK2Node_AddDelegate) | [] |
UK2Node_AssignmentStatement::AllocateDefaultPins | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call). | BlueprintGraph | virtual void AllocateDefaultPins() | [] |
UK2Node_AssignmentStatement::CanPasteHere | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.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_AssignmentStatement::CreateNodeHandler | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | BlueprintGraph | virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const | [] | |
UK2Node_AssignmentStatement::GetMenuActions | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.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_AssignmentStatement::GetMenuCategory | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.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_AssignmentStatement::GetNodeRefreshPriority | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | BlueprintGraph | virtual int32 GetNodeRefreshPriority() const | [] | |
UK2Node_AssignmentStatement::GetNodeTitle | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.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_AssignmentStatement::GetThenPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Get the Then output pin | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const | [] |
UK2Node_AssignmentStatement::GetTooltipText | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Gets the tooltip to display when over the node | BlueprintGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | [] |
UK2Node_AssignmentStatement::GetValuePin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Get the Value input pin | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetValuePin() const | [] |
UK2Node_AssignmentStatement::GetVariablePin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Get the Variable input pin | BlueprintGraph | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetVariablePin() const | [] |
UK2Node_AssignmentStatement::IsCompatibleWithGraph | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | BlueprintGraph | virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const | [] | |
UK2Node_AssignmentStatement::NotifyPinConnectionListChanged | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.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_AssignmentStatement::PostReconstructNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Called at the end of ReconstructNode, allows node specific work to be performed | BlueprintGraph | virtual void PostReconstructNode() | [] |
ValuePinName | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Name of the Value pin for this node. | BlueprintGraph | static [FName](API\Runtime\Core\UObject\FName) ValuePinName; | [] |
VariablePinName | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | Name of the Variable pin for this node. | BlueprintGraph | static [FName](API\Runtime\Core\UObject\FName) VariablePinName; | [] |
UK2Node_AssignmentStatement::UK2Node_AssignmentStatement | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | BlueprintGraph | UK2Node_AssignmentStatement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_AssignmentStatement | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h | BlueprintGraph | class UK2Node_AssignmentStatement : public [UK2Node](API\Editor\BlueprintGraph\UK2Node) | [] | |
UK2Node_AsyncAction::GetMenuActions | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AsyncAction.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_AsyncAction::UK2Node_AsyncAction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AsyncAction.h | BlueprintGraph | UK2Node_AsyncAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_AsyncAction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AsyncAction.h | !!! The proxy object should have RF_StrongRefOnFrame flag. !!! | BlueprintGraph | class UK2Node_AsyncAction : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask) | [] |
UK2Node_BaseAsyncTask::AllocateDefaultPins | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call). | BlueprintGraph | virtual void AllocateDefaultPins() | [] |
AsyncTaskPinRedirectMap | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | Pin Redirector support. | BlueprintGraph | static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAsyncTaskPinRedirectMapInfo](API\Editor\BlueprintGraph\FAsyncTaskPinRedirectMapInfo) > AsyncTaskPinRedirectMap; | [] |
bAsyncTaskPinRedirectMapInitialized | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | static bool bAsyncTaskPinRedirectMapInitialized = false; | [] | |
UK2Node_BaseAsyncTask::DoPinsMatchForReconstruction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.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_BaseAsyncTask::ExpandDefaultToSelfPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | If a the DefaultToSelf pin exists then it needs an actual connection to get properly casted during compilation.
True if a successful connection was made to an intermediate node or if one was not necessary. False if a connection was failed. | BlueprintGraph | bool ExpandDefaultToSelfPin ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * IntermediateProxyNode ) | [] |
UK2Node_BaseAsyncTask::ExpandNode | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | Expands a node while compiling, which may add additional nodes or delete this node | BlueprintGraph | virtual void ExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph ) | [] |
UK2Node_BaseAsyncTask::FBaseAsyncTaskHelper::CreateDelegateForNewFunction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | static bool CreateDelegateForNewFunction &40; UEdGraphPin &42; DelegateInputPin, FName FunctionName, UK2Node &42; CurrentNode, UEdGraph &42; SourceGraph, FKismetCompilerContext & CompilerContext &41; | [] | |
UK2Node_BaseAsyncTask::FBaseAsyncTaskHelper::CopyEventSignature | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | static bool CopyEventSignature &40; UK2Node_CustomEvent &42; CENode, UFunction &42; Function, const UEdGraphSchema_K2 &42; Schema &41; | [] | |
UK2Node_BaseAsyncTask::FBaseAsyncTaskHelper::FOutputPinAndLocalVariable::FOutputPinAndLocalVariable | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | FOutputPinAndLocalVariable &40; UEdGraphPin &42; Pin, UK2Node_TemporaryVariable &42; Var &41; | [] | |
FOutputPinAndLocalVariable | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | struct FOutputPinAndLocalVariable | [
{
"type": "UEdGraphPin\u0004...",
"name": "OutputPin",
"description": ""
},
{
"type": "UK2Node_Tempora...",
"name": "TempVar",
"description": ""
}
] | |
UK2Node_BaseAsyncTask::FBaseAsyncTaskHelper::GetAsyncTaskProxyName | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | static const FName GetAsyncTaskProxyName&40;&41; | [] | |
UK2Node_BaseAsyncTask::FBaseAsyncTaskHelper::HandleDelegateImplementation | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | static bool HandleDelegateImplementation &40; FMulticastDelegateProperty &42; CurrentProperty, const TArray< FBaseAsyncTaskHelper::FOutputPinAndLocalVariable > & VariableOutputs, UEdGraphPin &42; ProxyObjectPin, UEdGraphPin &42;& InOutLastThenPin, UEdGraphPin &42;& OutLastActivatedThenPin, UK2Node &42; CurrentNode, UEdGraph &42; SourceGraph, FKismetCompilerContext & CompilerContext &41; | [] | |
UK2Node_BaseAsyncTask::FBaseAsyncTaskHelper::ValidDataPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | static bool ValidDataPin &40; const UEdGraphPin &42; Pin, EEdGraphPinDirection Direction &41; | [] | |
FBaseAsyncTaskHelper | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | BlueprintGraph | struct FBaseAsyncTaskHelper | [] | |
UK2Node_BaseAsyncTask::GetCornerIcon | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | name of brush for special icon in upper-right corner | BlueprintGraph | virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const | [] |
UK2Node_BaseAsyncTask::GetFactoryFunction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h | Returns the factory function (checked) | BlueprintGraph | [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetFactoryFunction() const | [] |
UK2Node_BaseAsyncTask::GetMenuActions | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.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_BaseAsyncTask::GetMenuCategory | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.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 | [] |
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