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UK2Node_GetClassDefaults::CreateOutputPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Creates the full set of output pins (properties) from the given input class.
BlueprintGraph
void CreateOutputPins ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UK2Node_GetClassDefaults::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::FindClassPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Finds and returns the class input pin from the current set of pins.
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindClassPin() const
[]
UK2Node_GetClassDefaults::FindClassPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Finds and returns the class input pin.
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindClassPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins ) const
[]
UK2Node_GetClassDefaults::GetInputClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Retrieves the current input class type.
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetInputClass() const
[]
UK2Node_GetClassDefaults::GetInputClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Determines the input class type from the given pin.
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetInputClass ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const
[]
UK2Node_GetClassDefaults::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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::UK2Node_GetArrayItem
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
BlueprintGraph
UK2Node_GetArrayItem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_GetClassDefaults::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_GetClassDefaults::OnBlueprintClassModified
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
BlueprintGraph
void OnBlueprintClassModified ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * TargetBlueprint )
[]
UK2Node_GetClassDefaults::OnClassPinChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Will be called whenever the class pin selector changes its value.
BlueprintGraph
void OnClassPinChanged()
[]
UK2Node_GetClassDefaults::PinDefaultValueChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::PinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::PostEditChangeProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::PostLoad
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::PreEditChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
This is called when a property is about to be modified externally
BlueprintGraph
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UK2Node_GetClassDefaults::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Return whether the node's properties display in the blueprint details panel
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UK2Node_GetClassDefaults::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.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_GetClassDefaults::UK2Node_GetClassDefaults
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
BlueprintGraph
UK2Node_GetClassDefaults ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_GetClassDefaults
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
BlueprintGraph
class UK2Node_GetClassDefaults : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_GetDataTableRow::EarlyValidation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
This function if used for nodes that needs CDO for validation (Called before expansion)
BlueprintGraph
virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UK2Node_GetDataTableRow::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::GetDataTablePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the Data Table input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetDataTablePin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const
[]
UK2Node_GetDataTableRow::GetDataTableRowStructType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the type of the TableRow to return
BlueprintGraph
[UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetDataTableRowStructType() const
[]
UK2Node_GetDataTableRow::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::GetResultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the result output pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const
[]
UK2Node_GetDataTableRow::GetReturnTypeForStruct
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the return type of our struct
BlueprintGraph
[UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetReturnTypeForStruct()
[]
UK2Node_GetDataTableRow::GetRowNamePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the spawn transform input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetRowNamePin() const
[]
UK2Node_GetDataTableRow::GetRowNotFoundPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the exec output pin for when the row was not found
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetRowNotFoundPin() const
[]
UK2Node_GetDataTableRow::GetThenPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Get the then output pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const
[]
UK2Node_GetDataTableRow::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_GetDataTableRow::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_GetDataTableRow::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::OnDataTableRowListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
BlueprintGraph
void OnDataTableRowListChanged ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable )
[]
UK2Node_GetDataTableRow::PinDefaultValueChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_GetDataTableRow::PreloadRequiredAssets
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Called before compilation begins, giving a blueprint time to force the linker to load data
BlueprintGraph
virtual void PreloadRequiredAssets()
[]
UK2Node_GetDataTableRow::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.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_GetDataTableRow::UK2Node_GetDataTableRow
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
BlueprintGraph
UK2Node_GetDataTableRow ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_GetDataTableRow
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
BlueprintGraph
class UK2Node_GetDataTableRow : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_GetEditorSubsystem::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEditorSubsystem::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEditorSubsystem::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEditorSubsystem::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEditorSubsystem::IsActionFilteredOut
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEditorSubsystem::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_GetEditorSubsystem::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEditorSubsystem
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
BlueprintGraph
class UK2Node_GetEditorSubsystem : public [UK2Node_GetSubsystem](API\Editor\BlueprintGraph\UK2Node_GetSubsystem)
[]
UK2Node_GetEngineSubsystem::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEngineSubsystem::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEngineSubsystem::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEngineSubsystem::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetEngineSubsystem::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_GetEngineSubsystem
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
BlueprintGraph
class UK2Node_GetEngineSubsystem : public [UK2Node_GetSubsystem](API\Editor\BlueprintGraph\UK2Node_GetSubsystem)
[]
UK2Node_GetEnumeratorName::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::EarlyValidation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
This function if used for nodes that needs CDO for validation (Called before expansion)
BlueprintGraph
virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
EnumeratorPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
static [FName](API\Runtime\Core\UObject\FName) EnumeratorPinName;
[]
UK2Node_GetEnumeratorName::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::GetCompactNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
Return title if drawing this node in 'compact' mode
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const
[]
UK2Node_GetEnumeratorName::GetFunctionName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetFunctionName() const
[]
UK2Node_GetEnumeratorName::GetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
[UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const
[]
UK2Node_GetEnumeratorName::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_GetEnumeratorName::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_GetEnumeratorName::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_GetEnumeratorName::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_GetEnumeratorName::UpdatePinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
void UpdatePinType()
[]
UK2Node_GetEnumeratorName::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node_GetEnumeratorName::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.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_GetEnumeratorName::UK2Node_GetEnumeratorName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
UK2Node_GetEnumeratorName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_GetEnumeratorName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorName.h
BlueprintGraph
class UK2Node_GetEnumeratorName : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_GetEnumeratorNameAsString::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.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_GetEnumeratorNameAsString::GetFunctionName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetFunctionName() const
[]
UK2Node_GetEnumeratorNameAsString::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.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_GetEnumeratorNameAsString::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.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_GetEnumeratorNameAsString::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.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_GetEnumeratorNameAsString::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.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_GetEnumeratorNameAsString::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_GetEnumeratorNameAsString::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node_GetEnumeratorNameAsString::UK2Node_GetEnumeratorNameAsString
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.h
BlueprintGraph
UK2Node_GetEnumeratorNameAsString ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_GetEnumeratorNameAsString
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetEnumeratorNameAsString.h
BlueprintGraph
class UK2Node_GetEnumeratorNameAsString : public [UK2Node_GetEnumeratorName](API\Editor\BlueprintGraph\UK2Node_GetEnumeratorName)
[]
UK2Node_GetInputAxisKeyValue::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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_GetInputAxisKeyValue::GetDynamicBindingClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
Returns which dynamic binding class (if any) to use for this node.
BlueprintGraph
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
[]
UK2Node_GetInputAxisKeyValue::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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_GetInputAxisKeyValue::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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
[]