className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
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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 | [] |
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