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_GetInputAxisKeyValue::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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_GetInputAxisKeyValue::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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_GetInputAxisKeyValue::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
|
[] |
UK2Node_GetInputAxisKeyValue::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_GetInputAxisKeyValue::Initialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
BlueprintGraph
|
void Initialize ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )
|
[] |
|
UK2Node_GetInputAxisKeyValue::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
Determine if a node of this type can be created for the specified graph.
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const
|
[] |
UK2Node_GetInputAxisKeyValue::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_GetInputAxisKeyValue::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_GetInputAxisKeyValue::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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_GetInputAxisKeyValue::UK2Node_GetInputAxisKeyValue
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
BlueprintGraph
|
UK2Node_GetInputAxisKeyValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_GetInputAxisKeyValue
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
|
BlueprintGraph
|
class UK2Node_GetInputAxisKeyValue : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding gather input even when the game is paused."
},
{
"type": "FKey",
"name": "InputAxisKey",
"description": ""
}
] |
|
UK2Node_GetInputAxisValue::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.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_GetInputAxisValue::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_GetInputAxisValue::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.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_GetInputAxisValue::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.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_GetInputAxisValue::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.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_GetInputAxisValue::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
|
[] |
UK2Node_GetInputAxisValue::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_GetInputAxisValue::Initialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
BlueprintGraph
|
void Initialize ( const [FName](API\Runtime\Core\UObject\FName) AxisName )
|
[] |
|
UK2Node_GetInputAxisValue::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
Determine if a node of this type can be created for the specified graph.
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const
|
[] |
UK2Node_GetInputAxisValue::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_GetInputAxisValue::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_GetInputAxisValue::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.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_GetInputAxisValue::UK2Node_GetInputAxisValue
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
BlueprintGraph
|
UK2Node_GetInputAxisValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_GetInputAxisValue
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h
|
BlueprintGraph
|
class UK2Node_GetInputAxisValue : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding gather input even when the game is paused."
},
{
"type": "FName",
"name": "InputAxisName",
"description": ""
}
] |
|
UK2Node_GetInputVectorAxisValue::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_GetInputVectorAxisValue::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.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_GetInputVectorAxisValue::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_GetInputVectorAxisValue::Initialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
BlueprintGraph
|
void Initialize ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )
|
[] |
|
UK2Node_GetInputVectorAxisValue::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_GetInputVectorAxisValue::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_GetInputVectorAxisValue::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.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_GetInputVectorAxisValue::UK2Node_GetInputVectorAxisValue
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
BlueprintGraph
|
UK2Node_GetInputVectorAxisValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_GetInputVectorAxisValue
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
|
BlueprintGraph
|
class UK2Node_GetInputVectorAxisValue : public [UK2Node_GetInputAxisKeyValue](API\Editor\BlueprintGraph\UK2Node_GetInputAxisKeyValue)
|
[] |
|
UK2Node_GetNumEnumEntries::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.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_GetNumEnumEntries::ExpandNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.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_GetNumEnumEntries::GetEnum
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
BlueprintGraph
|
virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const
|
[] |
|
UK2Node_GetNumEnumEntries::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.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_GetNumEnumEntries::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.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_GetNumEnumEntries::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.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_GetNumEnumEntries::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.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_GetNumEnumEntries::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_GetNumEnumEntries::IsNodePure
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
Returns whether this node is considered 'pure' by the compiler
|
BlueprintGraph
|
virtual bool IsNodePure() const
|
[] |
UK2Node_GetNumEnumEntries::ReloadEnum
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
BlueprintGraph
|
virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )
|
[] |
|
UK2Node_GetNumEnumEntries::ShouldBeReconstructedAfterEnumChanged
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
BlueprintGraph
|
virtual bool ShouldBeReconstructedAfterEnumChanged() const
|
[] |
|
UK2Node_GetNumEnumEntries::UK2Node_GetNumEnumEntries
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
BlueprintGraph
|
UK2Node_GetNumEnumEntries ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_GetNumEnumEntries
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetNumEnumEntries.h
|
BlueprintGraph
|
class UK2Node_GetNumEnumEntries : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)
|
[
{
"type": "TObjectPtr<UEn...",
"name": "Enum",
"description": ""
}
] |
|
UK2Node_GetSubsystem::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_GetSubsystem::CanJumpToDefinition
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
|
BlueprintGraph
|
virtual bool CanJumpToDefinition() const
|
[] |
UK2Node_GetSubsystem::CreateNodeHandler
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
BlueprintGraph
|
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
|
[] |
|
UK2Node_GetSubsystem::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 ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
|
[] |
UK2Node_GetSubsystem::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetSubsystem::GetClassPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Get the blueprint input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetClassPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const
|
[] |
UK2Node_GetSubsystem::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_GetSubsystem::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_GetSubsystem::GetNodeAttributes
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
This function returns an arbitrary number of attributes that describe this node for analytics events
|
BlueprintGraph
|
virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const
|
[] |
UK2Node_GetSubsystem::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetSubsystem::GetNodeTitleColor
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Gets the draw color of a node's title bar
|
BlueprintGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UK2Node_GetSubsystem::GetResultPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Get the result output pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const
|
[] |
UK2Node_GetSubsystem::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_GetSubsystem::GetWorldContextPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Get the world context input pin, can return NULL
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetWorldContextPin() const
|
[] |
UK2Node_GetSubsystem::Initialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
BlueprintGraph
|
void Initialize ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * NodeClass )
|
[] |
|
UK2Node_GetSubsystem::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
|
[] |
|
UK2Node_GetSubsystem::IsNodePure
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Returns whether this node is considered 'pure' by the compiler
|
BlueprintGraph
|
virtual bool IsNodePure() const
|
[] |
UK2Node_GetSubsystem::IsNodeSafeToIgnore
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetSubsystem::JumpToDefinition
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
|
BlueprintGraph
|
virtual void JumpToDefinition() const
|
[] |
UK2Node_GetSubsystem::ReallocatePinsDuringReconstruction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.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_GetSubsystem::Serialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
|
BlueprintGraph
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UK2Node_GetSubsystem::ShouldDrawCompact
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Should draw compact
|
BlueprintGraph
|
virtual bool ShouldDrawCompact() const
|
[] |
UK2Node_GetSubsystem
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
BlueprintGraph
|
class UK2Node_GetSubsystem : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[
{
"type": "TSubclassOf<US...",
"name": "CustomClass",
"description": ""
}
] |
|
UK2Node_GetSubsystemFromPC::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_GetSubsystemFromPC::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_GetSubsystemFromPC::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_GetSubsystemFromPC::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_GetSubsystemFromPC::GetPlayerControllerPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
Get the world context input pin, can return NULL
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPlayerControllerPin() const
|
[] |
UK2Node_GetSubsystemFromPC::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_GetSubsystemFromPC
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h
|
BlueprintGraph
|
class UK2Node_GetSubsystemFromPC : public [UK2Node_GetSubsystem](API\Editor\BlueprintGraph\UK2Node_GetSubsystem)
|
[] |
|
UK2Node_IfThenElse::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.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_IfThenElse::GetConditionPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
Get the condition pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetConditionPin() const
|
[] |
UK2Node_IfThenElse::CreateNodeHandler
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
BlueprintGraph
|
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
|
[] |
|
UK2Node_IfThenElse::GetElsePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
Get the return value pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetElsePin() const
|
[] |
UK2Node_IfThenElse::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.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_IfThenElse::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.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_IfThenElse::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.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_IfThenElse::GetNodeTitleColor
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
Gets the draw color of a node's title bar
|
BlueprintGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UK2Node_IfThenElse::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.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_IfThenElse::GetThenPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
Get the then output pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const
|
[] |
UK2Node_IfThenElse::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_IfThenElse::UK2Node_IfThenElse
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
BlueprintGraph
|
UK2Node_IfThenElse ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_IfThenElse
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
|
BlueprintGraph
|
class UK2Node_IfThenElse : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[] |
|
UK2Node_InputAction::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::ExpandNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Expands a node while compiling, which may add additional nodes or delete this node
|
BlueprintGraph
|
virtual void ExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
|
[] |
UK2Node_InputAction::GetEventNodeAction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
BlueprintGraph
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )
|
[] |
|
UK2Node_InputAction::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::GetNodeTitleColor
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Gets the draw color of a node's title bar
|
BlueprintGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UK2Node_InputAction::GetPressedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Get the 'pressed' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPressedPin() const
|
[] |
UK2Node_InputAction::GetReleasedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Get the 'released' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReleasedPin() const
|
[] |
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