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UK2Node_Event::GetKeywords
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Should search keywords be localized? Probably.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const
[]
UK2Node_Event::GetLocalizedNetString
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Returns localized string describing replication settings. Calling - whether this function is being called ("sending") or showing implementation ("receiving"). Determined whether we output "Replicated To Server" or "Replicated From Client".
BlueprintGraph
static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedNetString ( uint32 NetFlags, bool Calling )
[]
UK2Node_Event::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_Event::GetRedirectPinNames
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Determines what the possible redirect pin names are
BlueprintGraph
virtual void GetRedirectPinNames ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RedirectPinNames ) const
[]
UK2Node_Event::GetToolTipHeading
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipHeading() const
[]
UK2Node_Event::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Event::HasDeprecatedReference
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Returns true if this node references a deprecated type or member.
BlueprintGraph
virtual bool HasDeprecatedReference() const
[]
UK2Node_Event::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_Event::IsFunctionEntryCompatible
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Checks whether the parameters for this event node are compatible with the specified function entry node
BlueprintGraph
virtual bool IsFunctionEntryCompatible ( const class [UK2Node_FunctionEntry](API\Editor\BlueprintGraph\UK2Node_FunctionEntry) * EntryNode ) const
[]
UK2Node_Event::IsInterfaceEventNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Checks if this event node is implementing an interface event
BlueprintGraph
bool IsInterfaceEventNode() const
[]
UK2Node_Event::IsUsedByAuthorityOnlyDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
virtual bool IsUsedByAuthorityOnlyDelegate() const
[]
UK2Node_Event::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_Event::PinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::PostDuplicate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.
BlueprintGraph
virtual void PostDuplicate ( bool bDuplicateForPIE )
[]
UK2Node_Event::PostLoad
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
BlueprintGraph
virtual void PostLoad()
[]
UK2Node_Event::IsCosmeticTickEvent
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
virtual bool IsCosmeticTickEvent() const
[]
UK2Node_Event::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_Event::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::UpdateDelegatePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
void UpdateDelegatePin ( bool bSilent )
[]
UK2Node_Event::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.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_Event::UK2Node_Event
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
UK2Node_Event ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_EventNodeInterface
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EventNodeInterface.h
BlueprintGraph
class UK2Node_EventNodeInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UK2Node_Event
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Event.h
BlueprintGraph
class UK2Node_Event : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)
[ { "type": "uint32: 1", "name": "bInternalEvent", "description": "If true, this event is internal machinery, and should not be marked BlueprintCallable" }, { "type": "uint32: 1", "name": "bOverrideFunction", "description": "If true, we are actually overriding this function, not making a new event with a signature that matches" }, { "type": "FName", "name": "CustomFunctionName", "description": "If this is not an override, allow user to specify a name for the function created by this entry point" }, { "type": "FMemberReferenc...", "name": "EventReference", "description": "Reference for the function this event is linked to" }, { "type": "uint32", "name": "FunctionFlags", "description": "Additional function flags to apply to this function" } ]
UK2Node_ExecutionSequence::AddInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Add an additional input pin to this node
BlueprintGraph
virtual void AddInputPin()
[]
UK2Node_ExecutionSequence::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.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_ExecutionSequence::CanEverInsertExecutionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Return whether the node's execution pins should support the insert execution pin action
BlueprintGraph
virtual bool CanEverInsertExecutionPin() const
[]
UK2Node_ExecutionSequence::CanEverRemoveExecutionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Return whether the node's execution pins should support the remove execution pin action
BlueprintGraph
virtual bool CanEverRemoveExecutionPin() const
[]
UK2Node_ExecutionSequence::CanRemoveExecutionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Whether an execution pin can be removed from the node or not
BlueprintGraph
bool CanRemoveExecutionPin() const
[]
UK2Node_ExecutionSequence::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_ExecutionSequence::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.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_ExecutionSequence::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.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_ExecutionSequence::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.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_ExecutionSequence::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.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_ExecutionSequence::GetThenPinGivenIndex
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPinGivenIndex ( int32 Index )
[]
UK2Node_ExecutionSequence::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_ExecutionSequence::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_ExecutionSequence::GetUniquePinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Gets a unique pin name, the next in the sequence
BlueprintGraph
[FName](API\Runtime\Core\UObject\FName) GetUniquePinName()
[]
UK2Node_ExecutionSequence::InsertPinIntoExecutionNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Inserts a new execution pin, before the specified execution pin, into an execution node
BlueprintGraph
void InsertPinIntoExecutionNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToInsertBefore, EPinInsertPosition Position )
[]
UK2Node_ExecutionSequence::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.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_ExecutionSequence::RemovePinFromExecutionNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Removes the specified execution pin from an execution node
BlueprintGraph
void RemovePinFromExecutionNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
[]
UK2Node_ExecutionSequence::UK2Node_ExecutionSequence
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
BlueprintGraph
UK2Node_ExecutionSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ExecutionSequence
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
BlueprintGraph
class UK2Node_ExecutionSequence : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
[]
UK2Node_ExternalGraphInterface
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExternalGraphInterface.h
BlueprintGraph
class UK2Node_ExternalGraphInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
EnumOuputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
static const [FName](API\Runtime\Core\UObject\FName) EnumOuputPinName;
[]
UK2Node_ForEachElementInEnum::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::GetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const
[]
UK2Node_ForEachElementInEnum::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
InsideLoopPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
static const [FName](API\Runtime\Core\UObject\FName) InsideLoopPinName;
[]
UK2Node_ForEachElementInEnum::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_ForEachElementInEnum::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::ShouldBeReconstructedAfterEnumChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
virtual bool ShouldBeReconstructedAfterEnumChanged() const
[]
UK2Node_ForEachElementInEnum::ReloadEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )
[]
SkipHiddenPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
static const [FName](API\Runtime\Core\UObject\FName) SkipHiddenPinName;
[]
UK2Node_ForEachElementInEnum::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.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_ForEachElementInEnum::UK2Node_ForEachElementInEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
UK2Node_ForEachElementInEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_ForEachElementInEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ForEachElementInEnum.h
BlueprintGraph
class UK2Node_ForEachElementInEnum : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)
[ { "type": "TObjectPtr<UEn...", "name": "Enum", "description": "" } ]
UK2Node_FormatText::AddArgumentPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Adds a new pin to the node
BlueprintGraph
void AddArgumentPin()
[]
UK2Node_FormatText::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::CanEditArguments
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Returns TRUE if the arguments are allowed to be edited
BlueprintGraph
bool CanEditArguments() const
[]
UK2Node_FormatText::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::FindArgumentPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Finds an argument pin by name, checking strings in a strict, case sensitive fashion NULL if the pin was not found, otherwise the found pin.
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindArgumentPin ( const [FName](API\Runtime\Core\UObject\FName) InPinName ) const
[]
UK2Node_FormatText::GetArgumentCount
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Returns the number of arguments currently available in the node
BlueprintGraph
int32 GetArgumentCount() const
[]
UK2Node_FormatText::GetArgumentName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Returns argument name based on argument index Returns the argument's name if available
BlueprintGraph
[FText](API\Runtime\Core\Internationalization\FText) GetArgumentName ( int32 InIndex ) const
[]
UK2Node_FormatText::GetFormatPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Returns Format pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetFormatPin() const
[]
UK2Node_FormatText::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_FormatText::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::GetPinDisplayName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Gets the display name for a pin
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_FormatText::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_FormatText::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_FormatText::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_FormatText::PinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::PinDefaultValueChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::PinTypeChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.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_FormatText::PostEditChangeProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Called when a property on this object has been modified externally
BlueprintGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UK2Node_FormatText::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_FormatText::RemoveArgument
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Removes the argument at a given index
BlueprintGraph
void RemoveArgument ( int32 InIndex )
[]
UK2Node_FormatText::SetArgumentName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Sets an argument name
BlueprintGraph
void SetArgumentName ( int32 InIndex, [FName](API\Runtime\Core\UObject\FName) InName )
[]
UK2Node_FormatText::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Return whether the node's properties display in the blueprint details panel
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UK2Node_FormatText::SwapArguments
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Swaps two arguments by index
BlueprintGraph
void SwapArguments ( int32 InIndexA, int32 InIndexB )
[]
UK2Node_FormatText::UK2Node_FormatText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
BlueprintGraph
UK2Node_FormatText ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_FormatText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
BlueprintGraph
class UK2Node_FormatText : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_FunctionEntry::AddExtraFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
BlueprintGraph
void AddExtraFlags ( int32 InFlags )
[]
UK2Node_FunctionEntry::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::CanCreateUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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 )
[]
UK2Node_FunctionEntry::CanUserDeleteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Whether or not this node can be deleted by user action
BlueprintGraph
virtual bool CanUserDeleteNode() const
[]
UK2Node_FunctionEntry::CanUseRefParams
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Can this node have pass-by-reference parameters?
BlueprintGraph
virtual bool CanUseRefParams() const
[]
UK2Node_FunctionEntry::ClearCachedBlueprintData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Clears out any cached data that needs to be regenerated after a structural blueprint change
BlueprintGraph
virtual void ClearCachedBlueprintData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]