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... | |
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": "FNam... | |
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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