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UK2Node_CustomEvent::CreatePinFromUserDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )
[]
UK2Node_CustomEvent::GetDeprecationResponse
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Returns the response to use when reporting a deprecation.
BlueprintGraph
virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const
[]
UK2Node_CustomEvent::FixupPinStringDataReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Fixes up structure/soft object ref pins, on both save and load
BlueprintGraph
virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )
[]
UK2Node_CustomEvent::GetDocumentationExcerptName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::GetDocumentationLink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Returns the link used for external documentation for the graph node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UK2Node_CustomEvent::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::GetKeywords
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Should search keywords be localized? Probably.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const
[]
UK2Node_CustomEvent::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::GetNetFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
If a CustomEvent overrides another CustomEvent, then it inherits the super's net flags. This method does that work for you, either returning the super function's flags, or this node's flags (if it's not an override). If this CustomEvent is an override, then this is the super's net flags, otherwise it's from the FunctionFlags set on this node.
BlueprintGraph
uint32 GetNetFlags() const
[]
UK2Node_CustomEvent::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_CustomEvent::GetUserDefinedMetaData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
BlueprintGraph
[FKismetUserDeclaredFunctionMetadata](API\Editor\BlueprintGraph\FKismetUserDeclaredFunctionMetad-) & GetUserDefinedMetaData()
[]
UK2Node_CustomEvent::HasDeprecatedReference
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Returns true if this node references a deprecated type or member.
BlueprintGraph
virtual bool HasDeprecatedReference() const
[]
UK2Node_CustomEvent::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::IsEditable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
BlueprintGraph
virtual bool IsEditable() const
[]
UK2Node_CustomEvent::IsOverride
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Discernible from the baseUK2Node_Event's bOverrideFunction field. This checks to see if thisUK2Node_CustomEventoverrides another CustomEvent declared in a parent blueprint. True if this CustomEvent's name matches another CustomEvent's name, declared in a parent (false if not).
BlueprintGraph
bool IsOverride() const
[]
UK2Node_CustomEvent::IsUsedByAuthorityOnlyDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
BlueprintGraph
virtual bool IsUsedByAuthorityOnlyDelegate() const
[]
UK2Node_CustomEvent::MakeNameValidator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::ModifyUserDefinedPinDefaultValue
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin
BlueprintGraph
virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )
[]
UK2Node_CustomEvent::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_CustomEvent::OnRenameNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::ReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Refresh the connectors on a node, preserving as many connections as it can.
BlueprintGraph
virtual void ReconstructNode()
[]
UK2Node_CustomEvent::RenameCustomEventCloseToName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Rename this custom event to have unique name.
BlueprintGraph
void RenameCustomEventCloseToName ( int32 StartIndex )
[]
UK2Node_CustomEvent::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent::SetDelegateSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Updates the Signature of this event. Empties current pins and adds the new given parameters. Does nothing if DelegateSignature is nullptr
BlueprintGraph
void SetDelegateSignature ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * DelegateSignature )
[]
UK2Node_CustomEvent::ShouldUseConstRefParams
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Should this node require 'const' for pass-by-reference parameters?
BlueprintGraph
virtual bool ShouldUseConstRefParams() const
[]
UK2Node_CustomEvent::UK2Node_CustomEvent
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
BlueprintGraph
UK2Node_CustomEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_CustomEvent::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.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_CustomEvent
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
BlueprintGraph
class UK2Node_CustomEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
[ { "type": "bool", "name": "bCallInEditor", "description": "Specifies that the event can be triggered in Editor" }, { "type": "bool", "name": "bIsDeprecated", "description": "Specifies that usage of this event has been deprecated" }, { "type": "FString", "name": "DeprecationMe...
UK2Node_DeadClass::UK2Node_DeadClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DeadClass.h
BlueprintGraph
UK2Node_DeadClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_DeadClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DeadClass.h
BlueprintGraph
class UK2Node_DeadClass : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_DelegateSet::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.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_DelegateSet::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.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_DelegateSet::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_DelegateSet::DrawNodeAsEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsEntry() const
[]
UK2Node_DelegateSet::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.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_DelegateSet::GetDelegateOwner
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetDelegateOwner() const
[]
UK2Node_DelegateSet::GetDelegateSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
[UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetDelegateSignature()
[]
UK2Node_DelegateSet::GetDelegateSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
[UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetDelegateSignature() const
[]
UK2Node_DelegateSet::GetDelegateTargetEntryPointName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
[FName](API\Runtime\Core\UObject\FName) GetDelegateTargetEntryPointName() const
[]
UK2Node_DelegateSet::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.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_DelegateSet::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_DelegateSet::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_DelegateSet::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_DelegateSet::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.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_DelegateSet::UK2Node_DelegateSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
UK2Node_DelegateSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_DelegateSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DelegateSet.h
BlueprintGraph
class UK2Node_DelegateSet : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "TSubclassOf< cl...", "name": "DelegatePropertyClass", "description": "Class that the delegate property is defined in" }, { "type": "FName", "name": "DelegatePropertyName", "description": "Delegate property name that this event is associated with on the target" } ]
UK2Node_DoOnceMultiInput::AddInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
Add an additional input pin to this node
BlueprintGraph
virtual void AddInputPin()
[]
UK2Node_DoOnceMultiInput::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::CanAddPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::FindOutPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindOutPin() const
[]
UK2Node_DoOnceMultiInput::FindSelfPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindSelfPin() const
[]
UK2Node_DoOnceMultiInput::GetInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
Get TRUE input type (self, etc.. are skipped)
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputPinIndex )
[]
UK2Node_DoOnceMultiInput::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::GetOutputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 InputPinIndex )
[]
UK2Node_DoOnceMultiInput::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
NumBaseInputs
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
BlueprintGraph
static const int32 NumBaseInputs = 1;
[]
UK2Node_DoOnceMultiInput::RemoveInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.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_DoOnceMultiInput::UK2Node_DoOnceMultiInput
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
BlueprintGraph
UK2Node_DoOnceMultiInput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_DoOnceMultiInput
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DoOnceMultiInput.h
BlueprintGraph
class UK2Node_DoOnceMultiInput : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
[ { "type": "TObjectPtr< cla...", "name": "DataNode", "description": "Reference to the integer that contains" }, { "type": "int32", "name": "NumAdditionalInputs", "description": "The number of additional input pins to generate for this node (2 base pins are not included)" } ]
UK2Node_DynamicCast::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::CreateExecPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Determine purity and create exec pins if needed
BlueprintGraph
void CreateExecPins()
[]
UK2Node_DynamicCast::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_DynamicCast::CreateSuccessPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Create success output signal pin (visible only if pure)
BlueprintGraph
void CreateSuccessPin()
[]
UK2Node_DynamicCast::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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
[]
EPureState
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
BlueprintGraph
enum EPureState { Pure, Impure, UseDefault, }
[]
UK2Node_DynamicCast::GetBoolSuccessPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Get the boolean output pin that signifies a successful/failed cast.
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetBoolSuccessPin() const
[]
UK2Node_DynamicCast::GetCastResultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Get the cast result pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetCastResultPin() const
[]
UK2Node_DynamicCast::GetCastSourcePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Get the input object to be casted pin
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetCastSourcePin() const
[]
UK2Node_DynamicCast::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::GetInvalidCastPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Get the 'invalid cast' exec pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInvalidCastPin() const
[]
UK2Node_DynamicCast::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::GetSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.). A signature struct, discerning this node from others.
BlueprintGraph
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
[]
UK2Node_DynamicCast::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_DynamicCast::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_DynamicCast::GetValidCastPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Get the 'valid cast' exec pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetValidCastPin() const
[]
UK2Node_DynamicCast::InitPureState
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Sets the pure state to Pure or Impure if it's using the default one
BlueprintGraph
void InitPureState()
[]
UK2Node_DynamicCast::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::IsActionFilteredOut
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
BlueprintGraph
virtual bool IsActionFilteredOut ( const class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) & Filter )
[]
UK2Node_DynamicCast::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_DynamicCast::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_DynamicCast::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_DynamicCast::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::ReconnectPureExecPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Update exec pins when converting from impure to pure.
BlueprintGraph
bool ReconnectPureExecPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
[]
UK2Node_DynamicCast::SetPurity
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).
BlueprintGraph
void SetPurity ( bool bNewPurity )
[]
UK2Node_DynamicCast::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::TogglePurity
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Flips the node's purity (adding/removing exec pins as needed).
BlueprintGraph
void TogglePurity()
[]
UK2Node_DynamicCast::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.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_DynamicCast::UK2Node_DynamicCast
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
BlueprintGraph
UK2Node_DynamicCast ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_DynamicCast
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
BlueprintGraph
class UK2Node_DynamicCast : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "FNodeTextCache", "name": "CachedNodeTitle", "description": "ConstructingFTextstrings can be costly, so we cache the node's title" }, { "type": "TSubclassOf< cl...", "name": "TargetType", "description": "The type that the input should try to be cast to" } ]
UK2Node_EaseFunction::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EaseFunction.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()
[]