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UK2Node_MacroInstance::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.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_MacroInstance::SetMacroGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
void SetMacroGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )
[]
UK2Node_MacroInstance::ShouldDrawCompact
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Should draw compact
BlueprintGraph
virtual bool ShouldDrawCompact() const
[]
UK2Node_MacroInstance::UK2Node_MacroInstance
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
UK2Node_MacroInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_MacroInstance
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
class UK2Node_MacroInstance : public [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel)
[ { "type": "bool", "name": "bReconstructNode", "description": "Whether we need to reconstruct the node after the pins have changed" }, { "type": "FEdGraphPinType", "name": "ResolvedWildcardType", "description": "Stored type info for what type the wildcard pins in this macro should become....
UK2Node_MakeArray::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_MakeArray::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.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_MakeArray::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.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_MakeArray::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_MakeArray::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.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_MakeArray::GetOutputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
Returns a reference to the output array pin of this node, which is responsible for defining the type
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetOutputPinName() const
[]
UK2Node_MakeArray::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_MakeArray::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_MakeArray::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.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_MakeArray::UK2Node_MakeArray
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
BlueprintGraph
UK2Node_MakeArray ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_MakeArray
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h
BlueprintGraph
class UK2Node_MakeArray : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)
[]
UK2Node_MakeContainer::AddInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Add an additional input pin to this node
BlueprintGraph
virtual void AddInputPin()
[]
UK2Node_MakeContainer::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.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_MakeContainer::CanResetToWildcard
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
bool CanResetToWildcard() const
[]
UK2Node_MakeContainer::ClearPinTypeToWildcard
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
If needed, will clear all pins to be wildcards
BlueprintGraph
void ClearPinTypeToWildcard()
[]
UK2Node_MakeContainer::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_MakeContainer::GetKeyAndValuePins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
virtual void GetKeyAndValuePins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & KeyPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & ValuePins ) const
[]
UK2Node_MakeContainer::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.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_MakeContainer::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_MakeContainer::GetOutputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UK2Node_MakeContainer::GetOutputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Returns a reference to the output array pin of this node, which is responsible for defining the type
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetOutputPinName() const
[]
UK2Node_MakeContainer::GetPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetPinName ( int32 PinIndex ) const
[]
UK2Node_MakeContainer::InteractiveAddInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Helper function for context menu add pin to ensure transaction is set up correctly.
BlueprintGraph
void InteractiveAddInputPin()
[]
UK2Node_MakeContainer::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_MakeContainer::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
true, is pins cannot be connected due to node's inner logic, put message for user in OutReason
BlueprintGraph
virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const
[]
UK2Node_MakeContainer::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
BlueprintGraph
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_MakeContainer::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_MakeContainer::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.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_MakeContainer::PropagatePinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Propagates the pin type from the output (set) pin to the inputs, to make sure types are consistent
BlueprintGraph
void PropagatePinType()
[]
UK2Node_MakeContainer::RemoveInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Attempt to remove the given pin from this node. Should fail if the given pin is not an additional pin to the node
BlueprintGraph
virtual void RemoveInputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_MakeContainer::SyncPinNames
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
void SyncPinNames()
[]
UK2Node_MakeContainer::UK2Node_MakeContainer
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
UK2Node_MakeContainer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_MakeContainer
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
BlueprintGraph
class UK2Node_MakeContainer : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
[ { "type": "EPinContainerTy...", "name": "ContainerType", "description": "" }, { "type": "int32", "name": "NumInputs", "description": "The number of input pins to generate for this node" } ]
UK2Node_MakeMap::AddInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
Add an additional input pin to this node
BlueprintGraph
virtual void AddInputPin()
[]
UK2Node_MakeMap::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.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_MakeMap::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_MakeMap::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.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_MakeMap::GetKeyAndValuePins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
BlueprintGraph
virtual void GetKeyAndValuePins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & KeyPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & ValuePins ) const
[]
UK2Node_MakeMap::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.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_MakeMap::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_MakeMap::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.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_MakeMap::GetOutputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
Returns a reference to the output array pin of this node, which is responsible for defining the type
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetOutputPinName() const
[]
UK2Node_MakeMap::GetPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetPinName ( int32 PinIndex ) const
[]
UK2Node_MakeMap::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_MakeMap::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.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_MakeMap::UK2Node_MakeMap
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
BlueprintGraph
UK2Node_MakeMap ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_MakeMap
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
BlueprintGraph
class UK2Node_MakeMap : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)
[]
UK2Node_MakeSet::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_MakeSet::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.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_MakeSet::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.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_MakeMap::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeMap.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_MakeSet::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_MakeSet::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.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_MakeSet::GetOutputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
Returns a reference to the output array pin of this node, which is responsible for defining the type
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetOutputPinName() const
[]
UK2Node_MakeSet::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_MakeSet::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_MakeSet::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.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_MakeSet::UK2Node_MakeSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
BlueprintGraph
UK2Node_MakeSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_MakeSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeSet.h
BlueprintGraph
class UK2Node_MakeSet : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)
[]
UK2Node_MakeStruct::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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_MakeStruct::CanBeMade
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
The Struct has any property that is tagged as CPF_BlueprintVisible and is not CPF_BlueprintReadOnly
BlueprintGraph
static bool CanBeMade ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, bool bForInternalUse )
[]
UK2Node_MakeStruct::CanBeSplit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Can this struct be used as a split pin
BlueprintGraph
static bool CanBeSplit ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBP )
[]
UK2Node_MakeStruct::ConvertDeprecatedNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Performs a node-specific deprecation fixup, which may delete this node and replace it with another one
BlueprintGraph
virtual void ConvertDeprecatedNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges )
[]
UK2Node_MakeStruct::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_MakeStruct::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed
BlueprintGraph
virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const
[]
UK2Node_MakeStruct::DrawNodeAsVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Return whether to draw this node as a small variable node
BlueprintGraph
virtual bool DrawNodeAsVariable() const
[]
UK2Node_MakeStruct::FMakeStructPinManager::CanTreatPropertyAsOptional
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
virtual bool CanTreatPropertyAsOptional &40; FProperty &42; TestProperty &41; const
[]
UK2Node_MakeStruct::FMakeStructPinManager::CustomizePinData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
virtual void CustomizePinData &40; UEdGraphPin &42; Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty &42; Property &41; const
[]
UK2Node_MakeStruct::FMakeStructPinManager::GetRecordDefaults
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
virtual void GetRecordDefaults &40; FProperty &42; TestProperty, FOptionalPinFromProperty & Record &41; const
[]
UK2Node_MakeStruct::FMakeStructPinManager::HasAdvancedPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
bool HasAdvancedPins&40;&41; const
[]
UK2Node_MakeStruct::FMakeStructPinManager::FMakeStructPinManager
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
FMakeStructPinManager &40; const uint8 &42; InSampleStructMemory, UBlueprint &42; InOwningBP &41;
[]
FMakeStructPinManager
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
struct FMakeStructPinManager : public FStructOperationOptionalPinManager
[ { "type": "bool", "name": "bHasAdvancedPins", "description": "Set byGetRecordDefaults(), mutable as it is a const function" }, { "type": "UBlueprint*...", "name": "OwningBP", "description": "" }, { "type": "const uint8 \u0004...", "name": "SampleStructMemory", "descriptio...
UK2Node_MakeStruct::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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_MakeStruct::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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_MakeStruct::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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_MakeStruct::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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_MakeStruct::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_MakeStruct::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_MakeStruct::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_MakeStruct::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
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UK2Node_MakeStruct::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...
BlueprintGraph
virtual void PostPlacedNewNode()
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UK2Node_MakeStruct::PreloadRequiredAssets
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Called before compilation begins, giving a blueprint time to force the linker to load data
BlueprintGraph
virtual void PreloadRequiredAssets()
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UK2Node_MakeStruct::PreSave
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Objects created from within PreSave will NOT have PreSave called on them!!!
BlueprintGraph
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
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UK2Node_MakeStruct::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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 )
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UK2Node_MakeStruct::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.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
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UK2Node_MakeStruct::UK2Node_MakeStruct
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
BlueprintGraph
UK2Node_MakeStruct ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UK2Node_MakeStruct
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Pure kismet node that creates a struct with specified values for each member.
BlueprintGraph
class UK2Node_MakeStruct : public [UK2Node_StructMemberSet](API\Editor\BlueprintGraph\UK2Node_StructMemberSet)
[ { "type": "bool", "name": "bMadeAfterOverridePinRemoval", "description": "Helper property to handle upgrades from an old system of displaying pins for the override values that properties referenced as a conditional of being set in a struct" } ]
UK2Node_MakeVariable::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
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UK2Node_MakeVariable::GetOutputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
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UK2Node_MakeVariable::GetVariableType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
BlueprintGraph
const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & GetVariableType() const
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UK2Node_MakeVariable::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
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UK2Node_MakeVariable::SetupVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
BlueprintGraph
void SetupVariable ( const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & InVariableType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetInputPin, [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UFunction](API\Runtime\CoreUObjec...
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UK2Node_MakeVariable::UK2Node_MakeVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
BlueprintGraph
UK2Node_MakeVariable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UK2Node_MakeVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeVariable.h
BlueprintGraph
class UK2Node_MakeVariable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
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UK2Node_MathExpression::CanCreateUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MathExpression.h
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality TRUE if a user defined pin can be constructed
BlueprintGraph
virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )
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