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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
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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
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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
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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
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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
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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
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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 )
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UK2Node_IfThenElse
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_IfThenElse.h
BlueprintGraph
class UK2Node_IfThenElse : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
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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()
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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 )
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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
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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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