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_InputAction::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_InputAction::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::PostLoad
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
|
BlueprintGraph
|
virtual void PostLoad()
|
[] |
UK2Node_InputAction::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_InputAction::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.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_InputAction::UK2Node_InputAction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
BlueprintGraph
|
UK2Node_InputAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputAction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
|
BlueprintGraph
|
class UK2Node_InputAction : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding execute even when the game is paused."
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": "Should any bindings to this event in parent classes be removed."
},
{
"type": "FName",
"name": "InputActionName",
"description": ""
}
] |
|
UK2Node_InputActionEvent::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputActionEvent.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_InputActionEvent::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputActionEvent.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_InputActionEvent::UK2Node_InputActionEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputActionEvent.h
|
BlueprintGraph
|
UK2Node_InputActionEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputActionEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputActionEvent.h
|
BlueprintGraph
|
class UK2Node_InputActionEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": ""
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": ""
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": ""
},
{
"type": "FName",
"name": "InputActionName",
"description": ""
},
{
"type": "TEnumAsByte< EI...",
"name": "InputKeyEvent",
"description": ""
}
] |
|
UK2Node_InputAxisEvent::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_InputAxisEvent::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.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_InputAxisEvent::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.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_InputAxisEvent::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.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_InputAxisEvent::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.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_InputAxisEvent::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_InputAxisEvent::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
|
[] |
|
UK2Node_InputAxisEvent::Initialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
BlueprintGraph
|
void Initialize ( const [FName](API\Runtime\Core\UObject\FName) AxisName )
|
[] |
|
UK2Node_InputAxisEvent::PostLoad
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
|
BlueprintGraph
|
virtual void PostLoad()
|
[] |
UK2Node_InputAxisEvent::Serialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.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_InputAxisEvent::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_InputAxisEvent::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_InputAxisEvent::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.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_InputAxisEvent::UK2Node_InputAxisEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
BlueprintGraph
|
UK2Node_InputAxisEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputAxisEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
|
BlueprintGraph
|
class UK2Node_InputAxisEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding execute even when the game is paused."
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": "Should any bindings to this event in parent classes be removed."
},
{
"type": "FName",
"name": "InputAxisName",
"description": ""
}
] |
|
UK2Node_InputAxisKeyEvent::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_InputAxisKeyEvent::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_InputAxisKeyEvent::Initialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
BlueprintGraph
|
void Initialize ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )
|
[] |
|
UK2Node_InputAxisKeyEvent::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
|
[] |
|
UK2Node_InputAxisKeyEvent::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_InputAxisKeyEvent::Serialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
BlueprintGraph
|
UK2Node_InputAxisKeyEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputAxisKeyEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
|
BlueprintGraph
|
class UK2Node_InputAxisKeyEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
|
[
{
"type": "FKey",
"name": "AxisKey",
"description": ""
},
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding execute even when the game is paused."
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": "Should any bindings to this event in parent classes be removed."
}
] |
|
UK2Node_InputKey::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::ExpandNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetEventNodeAction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetKeyText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
BlueprintGraph
|
[FText](API\Runtime\Core\Internationalization\FText) GetKeyText() const
|
[] |
|
UK2Node_InputKey::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetModifierName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
BlueprintGraph
|
[FName](API\Runtime\Core\UObject\FName) GetModifierName() const
|
[] |
|
UK2Node_InputKey::GetModifierText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
BlueprintGraph
|
[FText](API\Runtime\Core\Internationalization\FText) GetModifierText() const
|
[] |
|
UK2Node_InputKey::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetNodeTitleColor
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Gets the draw color of a node's title bar
|
BlueprintGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UK2Node_InputKey::GetPressedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Get the 'pressed' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPressedPin() const
|
[] |
UK2Node_InputKey::GetReleasedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Get the 'released' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReleasedPin() const
|
[] |
UK2Node_InputKey::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_InputKey::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey::PostEditChangeProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Called when a property on this object has been modified externally
|
BlueprintGraph
|
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UK2Node_InputKey::PostLoad
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
|
BlueprintGraph
|
virtual void PostLoad()
|
[] |
UK2Node_InputKey::UK2Node_InputKey
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
BlueprintGraph
|
UK2Node_InputKey ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputKey::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_InputKey::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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_InputKey
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
|
BlueprintGraph
|
class UK2Node_InputKey : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)
|
[
{
"type": "uint32: 1",
"name": "bAlt",
"description": "Does this binding require the alt key to be held."
},
{
"type": "uint32: 1",
"name": "bCommand",
"description": "Does this binding require the windows key on PC or the control key on Mac to be held."
},
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bControl",
"description": "Does this binding require the control key on PC or the command key on Mac to be held."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding execute even when the game is paused."
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": "Should any bindings to this event in parent classes be removed."
},
{
"type": "uint32: 1",
"name": "bShift",
"description": "Does this binding require the shift key to be held."
},
{
"type": "FKey",
"name": "InputKey",
"description": "The key that is bound."
}
] |
|
UK2Node_InputKeyEvent::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKeyEvent.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_InputKeyEvent::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKeyEvent.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_InputKeyEvent::UK2Node_InputKeyEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKeyEvent.h
|
BlueprintGraph
|
UK2Node_InputKeyEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputKeyEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKeyEvent.h
|
BlueprintGraph
|
class UK2Node_InputKeyEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": ""
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": ""
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": ""
},
{
"type": "FInputChord",
"name": "InputChord",
"description": ""
},
{
"type": "TEnumAsByte< EI...",
"name": "InputKeyEvent",
"description": ""
}
] |
|
UK2Node_InputTouch::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::ExpandNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::GetEventNodeAction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::GetFingerIndexPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetFingerIndexPin() const
|
[] |
|
UK2Node_InputTouch::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::GetLocationPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetLocationPin() const
|
[] |
|
UK2Node_InputTouch::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::GetMovedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Get the 'moved' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetMovedPin() const
|
[] |
UK2Node_InputTouch::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.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_InputTouch::GetNodeTitleColor
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Gets the draw color of a node's title bar
|
BlueprintGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UK2Node_InputTouch::GetPressedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Get the 'pressed' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPressedPin() const
|
[] |
UK2Node_InputTouch::GetReleasedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Get the 'released' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReleasedPin() const
|
[] |
UK2Node_InputTouch::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_InputTouch::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
|
[] |
|
UK2Node_InputTouch::GetTouchIndexEnum
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
BlueprintGraph
|
static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetTouchIndexEnum()
|
[] |
|
UK2Node_InputTouch::PostLoad
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
|
BlueprintGraph
|
virtual void PostLoad()
|
[] |
UK2Node_InputTouch::UK2Node_InputTouch
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
BlueprintGraph
|
UK2Node_InputTouch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputTouch::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_InputTouch
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
|
BlueprintGraph
|
class UK2Node_InputTouch : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)
|
[
{
"type": "uint32: 1",
"name": "bConsumeInput",
"description": "Prevents actors with lower priority from handling this input."
},
{
"type": "uint32: 1",
"name": "bExecuteWhenPaused",
"description": "Should the binding execute even when the game is paused."
},
{
"type": "uint32: 1",
"name": "bOverrideParentBinding",
"description": "Should any bindings to this event in parent classes be removed."
}
] |
|
UK2Node_InputTouchEvent::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouchEvent.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_InputTouchEvent::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouchEvent.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_InputTouchEvent::UK2Node_InputTouchEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouchEvent.h
|
BlueprintGraph
|
UK2Node_InputTouchEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputTouchEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouchEvent.h
|
BlueprintGraph
|
class UK2Node_InputTouchEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)
|
[
{
"type": "uint8: 1",
"name": "bConsumeInput",
"description": ""
},
{
"type": "uint8: 1",
"name": "bExecuteWhenPaused",
"description": ""
},
{
"type": "uint8: 1",
"name": "bOverrideParentBinding",
"description": ""
},
{
"type": "TEnumAsByte< EI...",
"name": "InputKeyEvent",
"description": ""
}
] |
|
UK2Node_InputVectorAxisEvent::GetDynamicBindingClass
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.h
|
Returns which dynamic binding class (if any) to use for this node.
|
BlueprintGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const
|
[] |
UK2Node_InputVectorAxisEvent::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.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_InputVectorAxisEvent::RegisterDynamicBinding
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.h
|
Puts information about this node into the dynamic binding object.
|
BlueprintGraph
|
virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const
|
[] |
UK2Node_InputVectorAxisEvent::Serialize
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.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_InputVectorAxisEvent::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.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_InputVectorAxisEvent::UK2Node_InputVectorAxisEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.h
|
BlueprintGraph
|
UK2Node_InputVectorAxisEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_InputVectorAxisEvent
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputVectorAxisEvent.h
|
BlueprintGraph
|
class UK2Node_InputVectorAxisEvent : public [UK2Node_InputAxisKeyEvent](API\Editor\BlueprintGraph\UK2Node_InputAxisKeyEvent)
|
[] |
|
UK2Node_Knot::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.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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