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
ByteInputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
static const [FName](API\Runtime\Core\UObject\FName) ByteInputPinName;
[]
UK2Node_CastByteToEnum::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.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_CastByteToEnum::GetCompactNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
Return title if drawing this node in 'compact' mode
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const
[]
UK2Node_CastByteToEnum::GetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const
[]
UK2Node_CastByteToEnum::GetFunctionName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetFunctionName() const
[]
UK2Node_CastByteToEnum::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
Icon to use in menu or on node
BlueprintGraph
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
[]
UK2Node_CastByteToEnum::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.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_CastByteToEnum::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.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_CastByteToEnum::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.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_CastByteToEnum::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_CastByteToEnum::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.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_CastByteToEnum::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_CastByteToEnum::ReloadEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )
[]
UK2Node_CastByteToEnum::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node_CastByteToEnum::ShouldBeReconstructedAfterEnumChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
virtual bool ShouldBeReconstructedAfterEnumChanged() const
[]
UK2Node_CastByteToEnum::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.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_CastByteToEnum::UK2Node_CastByteToEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
UK2Node_CastByteToEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_CastByteToEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
BlueprintGraph
class UK2Node_CastByteToEnum : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)
[ { "type": "bool", "name": "bSafe", "description": "If true, the node returns always a valid value" }, { "type": "TObjectPtr<UEn...", "name": "Enum", "description": "" } ]
UK2Node_ClassDynamicCast::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.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_ClassDynamicCast::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_ClassDynamicCast::GetBoolSuccessPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
Get the boolean output pin that signifies a successful/failed cast.
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetBoolSuccessPin() const
[]
UK2Node_ClassDynamicCast::GetCastSourcePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
Get the input object to be casted pin
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetCastSourcePin() const
[]
UK2Node_ClassDynamicCast::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.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_ClassDynamicCast::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_ClassDynamicCast::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_ClassDynamicCast
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
BlueprintGraph
class UK2Node_ClassDynamicCast : public [UK2Node_DynamicCast](API\Editor\BlueprintGraph\UK2Node_DynamicCast)
[]
UK2Node_ClassDynamicCast::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.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_ClassDynamicCast::UK2Node_ClassDynamicCast
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.h
BlueprintGraph
UK2Node_ClassDynamicCast ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ClassDynamicCast::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClassDynamicCast.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_ClearDelegate::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClearDelegate.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_ClearDelegate::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClearDelegate.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_ClearDelegate::UK2Node_ClearDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClearDelegate.h
BlueprintGraph
UK2Node_ClearDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ClearDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ClearDelegate.h
BlueprintGraph
class UK2Node_ClearDelegate : public [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate)
[]
UK2Node_CommutativeAssociativeBinaryOperator::AddInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Add an additional input pin to this node
BlueprintGraph
virtual void AddInputPin()
[]
UK2Node_CommutativeAssociativeBinaryOperator::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.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()
[]
BinaryOperatorInputsNum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
BlueprintGraph
static const int32 BinaryOperatorInputsNum = 2;
[]
UK2Node_CommutativeAssociativeBinaryOperator::CanAddPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Determines if a pin can be added to this node. Typically used withinUK2Node::GetNodeContextMenuActionsto determine what options there should be. bool True if a new pin can be added, false if it cannot.
BlueprintGraph
virtual bool CanAddPin() const
[]
UK2Node_CommutativeAssociativeBinaryOperator::CanRemovePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Returns true if the given pin can be removed from this node. bool True if the pin can be removed, false otherwise.
BlueprintGraph
virtual bool CanRemovePin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_CommutativeAssociativeBinaryOperator::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.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_CommutativeAssociativeBinaryOperator::FindOutPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindOutPin() const
[]
UK2Node_CommutativeAssociativeBinaryOperator::FindSelfPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindSelfPin() const
[]
UK2Node_CommutativeAssociativeBinaryOperator::GetInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Get TRUE input type (self, etc.. are skipped)
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputPinIndex )
[]
UK2Node_CommutativeAssociativeBinaryOperator::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_CommutativeAssociativeBinaryOperator::GetNumberOfAdditionalInputs
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Returns the number of additional input pins that this node has
BlueprintGraph
int32 GetNumberOfAdditionalInputs() const
[]
UK2Node_CommutativeAssociativeBinaryOperator::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_CommutativeAssociativeBinaryOperator::RemoveInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
Attempt to remove the given pin from this node. Should fail if the given pin is not an additional pin to the node
BlueprintGraph
virtual void RemoveInputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_CommutativeAssociativeBinaryOperator::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.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_CommutativeAssociativeBinaryOperator::UK2Node_CommutativeAssociativeBinaryOperator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
BlueprintGraph
UK2Node_CommutativeAssociativeBinaryOperator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_CommutativeAssociativeBinaryOperator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CommutativeAssociativeBinaryOperator.h
BlueprintGraph
class UK2Node_CommutativeAssociativeBinaryOperator : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
[ { "type": "int32", "name": "NumAdditionalInputs", "description": "The number of additional input pins to generate for this node (2 base pins are not included)" } ]
UK2Node_ComponentBoundEvent::CanPasteHere
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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_ComponentBoundEvent::GetDeprecationResponse
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Returns the response to use when reporting a deprecation.
BlueprintGraph
virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const
[]
UK2Node_ComponentBoundEvent::GetDocumentationExcerptName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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_ComponentBoundEvent::GetDocumentationLink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Returns the link used for external documentation for the graph node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UK2Node_ComponentBoundEvent::GetDynamicBindingClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Returns which dynamic binding class (if any) to use for this node.
BlueprintGraph
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
[]
UK2Node_ComponentBoundEvent::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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_ComponentBoundEvent::GetTargetDelegateDisplayName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Gets the proper display name for the property
BlueprintGraph
[FText](API\Runtime\Core\Internationalization\FText) GetTargetDelegateDisplayName() const
[]
UK2Node_ComponentBoundEvent::GetTargetDelegateProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Return the delegate property that this event is bound to
BlueprintGraph
[FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * GetTargetDelegateProperty() const
[]
UK2Node_ComponentBoundEvent::HasDeprecatedReference
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Returns true if this node references a deprecated type or member.
BlueprintGraph
virtual bool HasDeprecatedReference() const
[]
UK2Node_ComponentBoundEvent::HandleVariableRenamed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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_ComponentBoundEvent::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_ComponentBoundEvent::InitializeComponentBoundEventParams
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
BlueprintGraph
void InitializeComponentBoundEventParams ( [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) const * InComponentProperty, const [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * InDelegateProperty )
[]
UK2Node_ComponentBoundEvent::IsUsedByAuthorityOnlyDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
BlueprintGraph
virtual bool IsUsedByAuthorityOnlyDelegate() const
[]
UK2Node_ComponentBoundEvent::Modify
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved. true if the object was saved to the transaction buffer
BlueprintGraph
virtual bool Modify ( bool bAlwaysMarkDirty )
[]
UK2Node_ComponentBoundEvent::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_ComponentBoundEvent::ReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Refresh the connectors on a node, preserving as many connections as it can.
BlueprintGraph
virtual void ReconstructNode()
[]
UK2Node_ComponentBoundEvent::UK2Node_ComponentBoundEvent
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
BlueprintGraph
UK2Node_ComponentBoundEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ComponentBoundEvent::RegisterDynamicBinding
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
Puts information about this node into the dynamic binding object.
BlueprintGraph
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
[]
UK2Node_ComponentBoundEvent::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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_ComponentBoundEvent::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.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_ComponentBoundEvent
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ComponentBoundEvent.h
BlueprintGraph
class UK2Node_ComponentBoundEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
[ { "type": "FName", "name": "ComponentPropertyName", "description": "Name of property in Blueprint class that pointer to component we want to bind to" }, { "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_Composite::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.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_Composite::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Can this node be created under the specified schema.
BlueprintGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
[]
UK2Node_Composite::CanUserDeleteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Whether or not this node can be deleted by user action
BlueprintGraph
virtual bool CanUserDeleteNode() const
[]
UK2Node_Composite::DestroyNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Destroy the specified node
BlueprintGraph
virtual void DestroyNode()
[]
UK2Node_Composite::DrawNodeAsEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsEntry() const
[]
UK2Node_Composite::DrawNodeAsExit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsExit() const
[]
UK2Node_Composite::FixupInputAndOutputSink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Fixes up the input and output sink when needed, useful after PostEditUndo which changes which graph these nodes point to
BlueprintGraph
void FixupInputAndOutputSink()
[]
UK2Node_Composite::GetEntryNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Get the entry/exit nodes inside this collapsed graph.
BlueprintGraph
[UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetEntryNode() const
[]
UK2Node_Composite::GetJumpTargetForDoubleClick
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.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_Composite::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.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_Composite::GetExitNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
BlueprintGraph
[UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetExitNode() const
[]
UK2Node_Composite::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_Composite::GetSubGraphs
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).
BlueprintGraph
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const
[]
UK2Node_Composite::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Composite::MakeNameValidator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Create a name validator for this node
BlueprintGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
[]
UK2Node_Composite::OnRenameNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Called when this node is being renamed after a successful name validation
BlueprintGraph
virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
[]
UK2Node_Composite::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_Composite::PostEditUndo
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
BlueprintGraph
virtual void PostEditUndo()
[]
UK2Node_Composite::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.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_Composite::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.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_Composite
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
BlueprintGraph
class UK2Node_Composite : public [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel)
[ { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The graph that this composite node is representing." } ]
UK2Node_Composite::UK2Node_Composite
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h
BlueprintGraph
UK2Node_Composite ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ConstructObjectFromClass::AddSearchMetaDataInfo
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Add's node data to the search metadata, override to collect more data that may be desirable to search for
BlueprintGraph
virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
[]
UK2Node_ConstructObjectFromClass::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::CreatePinsForClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::GetBaseNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Gets the node for use in lists and menus
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseNodeTitle() const
[]
UK2Node_ConstructObjectFromClass::GetClassPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Get the blueprint input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetClassPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const
[]
UK2Node_ConstructObjectFromClass::GetClassPinBaseClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Gets base class to use for the 'class' pin.UObjectby default.
BlueprintGraph
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassPinBaseClass() const
[]
UK2Node_ConstructObjectFromClass::GetClassToSpawn
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Get the class that we are going to spawn, if it's defined as default value
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassToSpawn ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const
[]