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UK2Node_FunctionEntry::ClearExtraFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
BlueprintGraph
void ClearExtraFlags ( int32 InFlags )
[]
UK2Node_FunctionEntry::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_FunctionEntry::CreatePinFromUserDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::DrawNodeAsEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsEntry() const
[]
UK2Node_FunctionEntry::FindDiffs
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Gives the node the option to customize how diffs are discovered within it.
BlueprintGraph
virtual void FindDiffs ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )
[]
UK2Node_FunctionEntry::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::FixupPinStringDataReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::GetAutoWorldContextPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Returns pin for the automatically added WorldContext parameter (used only by BlueprintFunctionLibrary).
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetAutoWorldContextPin() const
[]
UK2Node_FunctionEntry::GetCanRenameNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
If true, this node can be renamed in the editor
BlueprintGraph
virtual bool GetCanRenameNode() const
[]
UK2Node_FunctionEntry::GetDeprecationResponse
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Returns the response to use when reporting a deprecation.
BlueprintGraph
virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const
[]
UK2Node_FunctionEntry::GetExtraFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Retrieves the extra flags set on this node.
BlueprintGraph
int32 GetExtraFlags() const
[]
UK2Node_FunctionEntry::GetFunctionFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Retrieves the function flags from theUFunctionthat this function entry node represents
BlueprintGraph
int32 GetFunctionFlags() const
[]
UK2Node_FunctionEntry::GetFunctionVariableCache
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Gets theUFunctionand function variable cache structure that should be used for serialization fixups for local variables. If bForceRefresh is true it will always recreate the cache
BlueprintGraph
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > GetFunctionVariableCache ( bool bForceRefresh )
[]
UK2Node_FunctionEntry::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::GetRedirectPinNames
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_FunctionEntry::HasAllExtraFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Used to safely check whether all of the passed in flags are set.
BlueprintGraph
bool HasAllExtraFlags ( int32 FlagsToCheck ) const
[]
UK2Node_FunctionEntry::HasAnyExtraFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Used to safely check whether the passed in flag is set.
BlueprintGraph
bool HasAnyExtraFlags ( int32 FlagsToCheck ) const
[]
UK2Node_FunctionEntry::HasDeprecatedReference
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Returns true if this node references a deprecated type or member.
BlueprintGraph
virtual bool HasDeprecatedReference() const
[]
UK2Node_FunctionEntry::MakeNameValidator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const
[]
UK2Node_FunctionEntry::OnRenameNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::ModifyUserDefinedPinDefaultValue
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BlueprintGraph
virtual void PostPasteNode()
[]
UK2Node_FunctionEntry::PostLoad
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_FunctionEntry::PreSave
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Deprecated* Use version that takesFObjectPreSaveContextinstead.
BlueprintGraph
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )
[]
UK2Node_FunctionEntry::PreSave
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Objects created from within PreSave will NOT have PreSave called on them!!!
BlueprintGraph
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
[]
UK2Node_FunctionEntry::RefreshFunctionVariableCache
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Copies data from the local variable defaults into the variable cache
BlueprintGraph
bool RefreshFunctionVariableCache()
[]
UK2Node_FunctionEntry::RemoveOutputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Removes an output pin from the node.
BlueprintGraph
void RemoveOutputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToRemove )
[]
UK2Node_FunctionEntry::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.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_FunctionEntry::SetExtraFlags
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Set the extra flags on this node
BlueprintGraph
void SetExtraFlags ( int32 InFlags )
[]
UK2Node_FunctionEntry::UpdateDefaultsFromVariableStruct
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Copies data from VariableStruct into the local variables
BlueprintGraph
bool UpdateDefaultsFromVariableStruct ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VariableStruct, uint8 * VariableStructData )
[]
UK2Node_FunctionEntry::ShouldUseConstRefParams
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Should this node require 'const' for pass-by-reference parameters?
BlueprintGraph
virtual bool ShouldUseConstRefParams() const
[]
UK2Node_FunctionEntry::UpdateLoadedDefaultValues
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Handles updating loaded default values, by going default string into variable cache and back, if bForceRefresh it will happen even if the cache is already setup
BlueprintGraph
bool UpdateLoadedDefaultValues ( bool bForceRefresh )
[]
UK2Node_FunctionEntry::UpdateVariableStructFromDefaults
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Copies data from any local variables matching properties in VariableStruct into the VariableStructData
BlueprintGraph
bool UpdateVariableStructFromDefaults ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VariableStruct, uint8 * VariableStructData )
[]
UK2Node_FunctionEntry::UK2Node_FunctionEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
BlueprintGraph
UK2Node_FunctionEntry ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_FunctionResult::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::CanCreateUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::CanUserDeleteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Whether or not this node can be deleted by user action
BlueprintGraph
virtual bool CanUserDeleteNode() const
[]
UK2Node_FunctionResult::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_FunctionResult::CreatePinFromUserDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::DrawNodeAsExit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsExit() const
[]
UK2Node_FunctionResult::FixupPinStringDataReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::GetAllResultNodes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
[TArray](API\Runtime\Core\Containers\TArray)< [UK2Node_FunctionResult](API\Editor\BlueprintGraph\UK2Node_FunctionResult) * > GetAllResultNodes() const
[]
UK2Node_FunctionEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
BlueprintGraph
class UK2Node_FunctionEntry : public [UK2Node_FunctionTerminator](API\Editor\BlueprintGraph\UK2Node_FunctionTerminator)
[ { "type": "bool", "name": "bEnforceConstCorrectness", "description": "Whether or not to enforce const-correctness for const function overrides" }, { "type": "bool", "name": "bUpdatedDefaultValuesOnLoad", "description": "True if we've updated the default values on this node at least once" }, { "type": "FName", "name": "CustomGeneratedFunctionName", "description": "If specified, the function that is created for this entry point will have this name." }, { "type": "int32", "name": "ExtraFlags", "description": "Any extra flags that the function may need" }, { "type": "TSharedPtr<FSt...", "name": "FunctionVariableCache", "description": "Holds a an in-memory representation of theUFunctionstruct, used to fixup local and user variables" }, { "type": "TArray<FBPVari...", "name": "LocalVariables", "description": "Array of local variables to be added to generated function" }, { "type": "FKismetUserDecl...", "name": "MetaData", "description": "Function metadata" } ]
UK2Node_FunctionResult::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_FunctionResult::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Determine if a node of this type can be created for the specified graph.
BlueprintGraph
virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const
[]
UK2Node_FunctionResult::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BlueprintGraph
virtual void PostPasteNode()
[]
UK2Node_FunctionResult::MakePinsEditable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
void MakePinsEditable()
[]
UK2Node_FunctionResult::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult::PromoteFromInterfaceOverride
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions
BlueprintGraph
virtual void PromoteFromInterfaceOverride ( bool bIsPrimaryTerminator )
[]
UK2Node_FunctionResult::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Return whether the node's properties display in the blueprint details panel
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UK2Node_FunctionResult::SyncWithEntryNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
void SyncWithEntryNode()
[]
UK2Node_FunctionResult::SyncWithPrimaryResultNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
void SyncWithPrimaryResultNode()
[]
UK2Node_FunctionResult::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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_FunctionResult
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
class UK2Node_FunctionResult : public [UK2Node_FunctionTerminator](API\Editor\BlueprintGraph\UK2Node_FunctionTerminator)
[]
UK2Node_FunctionResult::UK2Node_FunctionResult
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
BlueprintGraph
UK2Node_FunctionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_FunctionTerminator::CanCreateUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.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_FunctionTerminator::CreateUniquePinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Generate a unique pin name, trying to stick close to a passed in name
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) CreateUniquePinName ( [FName](API\Runtime\Core\UObject\FName) SourcePinName ) const
[]
UK2Node_FunctionTerminator::FindSignatureFunction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Returns theUFunctionthat this node actually represents, this will work for both inherited and newly created functions
BlueprintGraph
[UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FindSignatureFunction() const
[]
UK2Node_FunctionTerminator::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_FunctionTerminator::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.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_FunctionTerminator::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_FunctionTerminator::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BlueprintGraph
virtual void PostPasteNode()
[]
UK2Node_FunctionTerminator::PromoteFromInterfaceOverride
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions
BlueprintGraph
virtual void PromoteFromInterfaceOverride ( bool bIsPrimaryTerminator )
[]
UK2Node_FunctionTerminator::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.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_FunctionTerminator::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.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_FunctionTerminator::UK2Node_FunctionTerminator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
BlueprintGraph
UK2Node_FunctionTerminator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_FunctionTerminator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
BlueprintGraph
class UK2Node_FunctionTerminator : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)
[ { "type": "FMemberReferenc...", "name": "FunctionReference", "description": "Reference to the function signature." } ]
UK2Node_GenericCreateObject
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GenericCreateObject.h
BlueprintGraph
class UK2Node_GenericCreateObject : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)
[]
UK2Node_GetArrayItem::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_GetArrayItem::CreateNodeImage
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Create the background image for the widget representing this node
BlueprintGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeImage() const
[]
UK2Node_GetArrayItem::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetIndexPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Helper function to return the index pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetIndexPin() const
[]
UK2Node_GetArrayItem::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_GetArrayItem::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetResultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Helper function to return the result pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const
[]
UK2Node_GetArrayItem::GetSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::GetTargetArrayPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Helper function to return the array pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetTargetArrayPin() const
[]
UK2Node_GetArrayItem::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_GetArrayItem::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_GetArrayItem::IsActionFilteredOut
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Determine if the node of this type should be filtered in the actions menu
BlueprintGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UK2Node_GetArrayItem::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_GetArrayItem::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.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_GetArrayItem::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_GetArrayItem::SetDesiredReturnType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Sets weather we want the array item returned as a reference or by value (as a copy)
BlueprintGraph
void SetDesiredReturnType ( bool bAsReference )
[]
UK2Node_GetArrayItem::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node_GetArrayItem
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
BlueprintGraph
class UK2Node_GetArrayItem : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_GetClassDefaults::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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()
[]
ClassPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Class pin name
BlueprintGraph
static [FName](API\Runtime\Core\UObject\FName) ClassPinName;
[]
UK2Node_GetClassDefaults::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]