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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()
[]