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
|
|---|---|---|---|---|---|
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
|
[] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.