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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;
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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;
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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;
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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;
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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
[]