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UK2Node_ConstructObjectFromClass::GetDefaultNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Gets the default node title when no class is selected
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultNodeTitle() const
[]
UK2Node_ConstructObjectFromClass::GetKeywords
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Should search keywords be localized? Probably.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const
[]
UK2Node_ConstructObjectFromClass::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::GetOuterPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Get the result input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOuterPin() const
[]
UK2Node_ConstructObjectFromClass::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::GetNodeTitleFormat
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Gets the node title when a class has been selected.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleFormat() const
[]
UK2Node_ConstructObjectFromClass::GetPinHoverText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Fetch the hover text for a pin when the graph is being edited.
BlueprintGraph
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
[]
UK2Node_ConstructObjectFromClass::GetPinMetaData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Return the requested metadata for the pin if there is any
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )
[]
UK2Node_ConstructObjectFromClass::GetResultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Get the result output pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const
[]
UK2Node_ConstructObjectFromClass::GetThenPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Get the then output pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const
[]
UK2Node_ConstructObjectFromClass::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_ConstructObjectFromClass::GetWorldContextPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Get the world context input pin, can return NULL
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetWorldContextPin() const
[]
UK2Node_ConstructObjectFromClass::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
BlueprintGraph
virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const
[]
UK2Node_ConstructObjectFromClass::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_ConstructObjectFromClass::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_ConstructObjectFromClass::IsSpawnVarPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::OnClassPinChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Refresh pins when class was changed
BlueprintGraph
void OnClassPinChanged()
[]
UK2Node_ConstructObjectFromClass::PinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Called when the connection list of one of the pins of this node is changed in the editor
BlueprintGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_ConstructObjectFromClass::PinDefaultValueChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.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_ConstructObjectFromClass::SetPinToolTip
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description)
BlueprintGraph
void SetPinToolTip ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & MutatablePin, const [FText](API\Runtime\Core\Internationalization\FText) & PinDescription ) const
[]
UK2Node_ConstructObjectFromClass::UseOuter
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Returns if the node uses Outer input
BlueprintGraph
virtual bool UseOuter() const
[]
UK2Node_ConstructObjectFromClass::UseWorldContext
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
Returns if the node uses World Object Context input
BlueprintGraph
virtual bool UseWorldContext() const
[]
UK2Node_ConstructObjectFromClass::UK2Node_ConstructObjectFromClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
BlueprintGraph
UK2Node_ConstructObjectFromClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ConstructObjectFromClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h
BlueprintGraph
class UK2Node_ConstructObjectFromClass : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "FNodeTextCache", "name": "CachedNodeTitle", "description": "ConstructingFTextstrings can be costly, so we cache the node's title" }, { "type": "FText", "name": "NodeTooltip", "description": "Tooltip text for this node." } ]
UK2Node_ConvertAsset::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::DoesOutputWildcardPinAcceptContainer
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
BlueprintGraph
virtual bool DoesOutputWildcardPinAcceptContainer ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_ConvertAsset::DoesInputWildcardPinAcceptArray
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
BlueprintGraph
virtual bool DoesInputWildcardPinAcceptArray ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_ConvertAsset::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::GetCompactNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Return title if drawing this node in 'compact' mode
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const
[]
UK2Node_ConvertAsset::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::GetKeywords
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Should search keywords be localized? Probably.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const
[]
UK2Node_ConvertAsset::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_ConvertAsset::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::GetTargetClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Returns the class for the object being converted
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTargetClass() const
[]
UK2Node_ConvertAsset::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_ConvertAsset::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::IsConvertToSoft
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
True if this is going from hard to soft, false for opposite or unknown
BlueprintGraph
bool IsConvertToSoft() const
[]
UK2Node_ConvertAsset::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_ConvertAsset::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.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_ConvertAsset::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_ConvertAsset::IsClassType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
True if this is converting a class, false for object or unknown
BlueprintGraph
bool IsClassType() const
[]
UK2Node_ConvertAsset::RefreshPinTypes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
BlueprintGraph
void RefreshPinTypes()
[]
UK2Node_ConvertAsset::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node_ConvertAsset
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
This node converts between hard and soft references, for both objects and classes. The name is historical from when they were called asset IDs
BlueprintGraph
class UK2Node_ConvertAsset : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_Copy::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.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_Copy::CanSplitPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Whether or not struct pins belonging to this node should be allowed to be split or not.
BlueprintGraph
virtual bool CanSplitPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_Copy::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_Copy::GetCopyResultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Get the return value pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetCopyResultPin() const
[]
UK2Node_Copy::GetInputReferencePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Get the input reference pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputReferencePin() const
[]
UK2Node_Copy::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.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_Copy::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.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_Copy::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_Copy::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.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_Copy::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Copy::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.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_Copy::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_Copy::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_Copy::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards
BlueprintGraph
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_Copy::PinTypeChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)
BlueprintGraph
virtual void PinTypeChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_Copy::PropagatePinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Propagates pin type to the between the input and output pins
BlueprintGraph
void PropagatePinType ( [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType )
[]
UK2Node_Copy::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_Copy::UK2Node_Copy
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
BlueprintGraph
UK2Node_Copy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_Copy
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Copy.h
BlueprintGraph
class UK2Node_Copy : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_CreateDelegate::AddSearchMetaDataInfo
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_CreateDelegate::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::GetDelegateOutPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetDelegateOutPin() const
[]
UK2Node_CreateDelegate::GetDelegateSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
[UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetDelegateSignature() const
[]
UK2Node_CreateDelegate::GetFunctionName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
[FName](API\Runtime\Core\UObject\FName) GetFunctionName() const
[]
UK2Node_CreateDelegate::GetJumpTargetForDoubleClick
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_CreateDelegate::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.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_CreateDelegate::GetObjectInPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetObjectInPin() const
[]
UK2Node_CreateDelegate::GetScopeClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetScopeClass ( bool bDontUseSkeletalClassForSelf ) const
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UK2Node_CreateDelegate::HandleAnyChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
void HandleAnyChange ( bool bForceModify )
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UK2Node_CreateDelegate::HandleAnyChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint.
BlueprintGraph
void HandleAnyChange ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *& OutGraph, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutBlueprint )
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UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
void HandleAnyChangeWithoutNotifying()
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UK2Node_CreateDelegate::IsValid
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
bool IsValid ( [FString](API\Runtime\Core\Containers\FString) * OutMsg, bool bDontUseSkeletalClassForSelf ) const
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UK2Node_CreateDelegate::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
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UK2Node_CreateDelegate::NodeConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Called when something external to this node has changed the connection list of any of the pins in the node
BlueprintGraph
virtual void NodeConnectionListChanged()
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UK2Node_CreateDelegate::PinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Called when the connection list of one of the pins of this node is changed in the editor
BlueprintGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
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UK2Node_CreateDelegate::PinTypeChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)
BlueprintGraph
virtual void PinTypeChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
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UK2Node_CreateDelegate::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
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UK2Node_CreateDelegate::SetFunction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Set new Function name (Without notifying about the change)
BlueprintGraph
void SetFunction ( [FName](API\Runtime\Core\UObject\FName) Name )
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UK2Node_CreateDelegate::ValidationAfterFunctionsAreCreated
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
void ValidationAfterFunctionsAreCreated ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, bool bFullCompile ) const
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UK2Node_CreateDelegate::UK2Node_CreateDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
UK2Node_CreateDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UK2Node_CreateDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
BlueprintGraph
class UK2Node_CreateDelegate : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "FGuid", "name": "SelectedFunctionGuid", "description": "" }, { "type": "FName", "name": "SelectedFunctionName", "description": "" } ]
UK2Node_CustomEvent::AutowireNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Autowire a newly created node.
BlueprintGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
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UK2Node_CustomEvent::AddSearchMetaDataInfo
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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
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UK2Node_CustomEvent::CanCreateUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality TRUE if a user defined pin can be constructed
BlueprintGraph
virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )
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UK2Node_CustomEvent::CreateFromFunction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
BlueprintGraph
static [UK2Node_CustomEvent](API\Editor\BlueprintGraph\UK2Node_CustomEvent) * CreateFromFunction ( FVector2D GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const [FString](API\Runtime\Core\Containers\FString) & Name, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, bool bSelectNewNode )
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