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_Select::AutowireNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Autowire a newly created node.
BlueprintGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UK2Node_Select::CanAddPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Determines if a pin can be added to this node. Typically used withinUK2Node::GetNodeContextMenuActionsto determine what options there should be. bool True if a new pin can be added, false if it cannot.
BlueprintGraph
virtual bool CanAddPin() const
[]
UK2Node_Select::CanChangePinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Whether the user can change the pintype on a selected pin
BlueprintGraph
bool CanChangePinType ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_Select::CanRemoveOptionPinToNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Return whether an option pin can be removed to the node
BlueprintGraph
virtual bool CanRemoveOptionPinToNode() const
[]
UK2Node_Select::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_Select::ChangePinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Notification from the editor that the user wants to change the PinType on a selected pin
BlueprintGraph
void ChangePinType ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_Select::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Expands a node while compiling, which may add additional nodes or delete this node
BlueprintGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
UK2Node_Select::GetConditionalFunction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Gets the name and class of the EqualEqual_IntInt function
BlueprintGraph
void GetConditionalFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )
[]
UK2Node_Select::GetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const
[]
UK2Node_Select::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::GetIndexPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Get the condition pin
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetIndexPin() const
[]
UK2Node_Select::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_Select::GetOptionPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Returns a list of pins that represent the selectable options
BlueprintGraph
virtual void GetOptionPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OptionPins ) const
[]
UK2Node_Select::GetPrintStringFunction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Gets the name and class of the PrintString function
BlueprintGraph
static void GetPrintStringFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )
[]
UK2Node_Select::GetReturnValuePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Get the return value pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReturnValuePin() const
[]
UK2Node_Select::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Select::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_Select::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_Select::NodeConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Called when something external to this node has changed the connection list of any of the pins in the node
BlueprintGraph
virtual void NodeConnectionListChanged()
[]
UK2Node_Select::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards
BlueprintGraph
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_Select::PinTypeChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)
BlueprintGraph
virtual void PinTypeChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_Select::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BlueprintGraph
virtual void PostPasteNode()
[]
UK2Node_Select::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_Select::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.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_Select::ReloadEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )
[]
UK2Node_Select::RemoveOptionPinToNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Removes the last option pin from the node
BlueprintGraph
void RemoveOptionPinToNode()
[]
UK2Node_Select::SetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Bind the options to a named enum.
BlueprintGraph
virtual void SetEnum ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum, bool bForceRegenerate )
[]
UK2Node_Select::ShouldBeReconstructedAfterEnumChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
virtual bool ShouldBeReconstructedAfterEnumChanged() const
[]
UK2Node_Select::UK2Node_Select
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
UK2Node_Select ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_Select
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
BlueprintGraph
class UK2Node_Select : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
[]
UK2Node_Self::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.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_Self::DrawNodeAsVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
Return whether to draw this node as a small variable node
BlueprintGraph
virtual bool DrawNodeAsVariable() const
[]
UK2Node_Self::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_Self::GetKeywords
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
Should search keywords be localized? Probably.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const
[]
UK2Node_Self::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.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_Self::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.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_Self::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.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_Self::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_Self::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.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_Self::UK2Node_Self
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
BlueprintGraph
UK2Node_Self ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_SetFieldsInStruct::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.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_Self
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
BlueprintGraph
class UK2Node_Self : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_SetFieldsInStruct::AllPinsAreShown
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
bool AllPinsAreShown() const
[]
UK2Node_SetFieldsInStruct::CanSplitPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
Whether or not struct pins belonging to this node should be allowed to be split or not.
BlueprintGraph
virtual bool CanSplitPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_SetFieldsInStruct::BackTracePinPath
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
void BackTracePinPath ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> Predicate ) const
[]
UK2Node_SetFieldsInStruct::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_Self::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Self.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
EPinsToRemove
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
enum EPinsToRemove { GivenPin, AllOtherPins, }
[]
UK2Node_SetFieldsInStruct::FSetFieldsInStructPinManager::GetRecordDefaults
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
virtual void GetRecordDefaults &40; FProperty &42; TestProperty, FOptionalPinFromProperty & Record &41; const
[]
UK2Node_SetFieldsInStruct::FSetFieldsInStructPinManager::FSetFieldsInStructPinManager
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
FSetFieldsInStructPinManager &40; const uint8 &42; InSampleStructMemory, UBlueprint &42; BP &41;
[]
FSetFieldsInStructPinManager
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
struct FSetFieldsInStructPinManager : public [UK2Node_MakeStruct::FMakeStructPinManager](API\Editor\BlueprintGraph\UK2Node_MakeStruct\FMakeStructPinManager)
[]
UK2Node_SetFieldsInStruct::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.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_SetFieldsInStruct::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.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_SetFieldsInStruct::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.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_SetFieldsInStruct::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_SetFieldsInStruct::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.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_SetFieldsInStruct::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_SetFieldsInStruct::RestoreAllPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
void RestoreAllPins()
[]
UK2Node_SetFieldsInStruct::RemoveFieldPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
void RemoveFieldPins ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin, [EPinsToRemove](API\Editor\BlueprintGraph\UK2Node_SetFieldsInStruct\EPinsToRemove) Selection )
[]
UK2Node_SetFieldsInStruct::ShowCustomPinActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
static bool ShowCustomPinActions ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin, bool bIgnorePinsNum )
[]
UK2Node_SetFieldsInStruct::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.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_SetFieldsInStruct::UK2Node_SetFieldsInStruct
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
BlueprintGraph
UK2Node_SetFieldsInStruct ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_SetFieldsInStruct
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetFieldsInStruct.h
Pure kismet node that creates a struct with specified values for each member.
BlueprintGraph
class UK2Node_SetFieldsInStruct : public [UK2Node_MakeStruct](API\Editor\BlueprintGraph\UK2Node_MakeStruct)
[]
UK2Node_SetVariableOnPersistentFrame::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetVariableOnPersistentFrame.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_SetVariableOnPersistentFrame::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetVariableOnPersistentFrame.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_SetVariableOnPersistentFrame
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetVariableOnPersistentFrame.h
FOR INTERNAL USAGE ONLY!
BlueprintGraph
class UK2Node_SetVariableOnPersistentFrame : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_SetVariableOnPersistentFrame::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SetVariableOnPersistentFrame.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_SpawnActor::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.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_SpawnActor::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_SpawnActor::CreatePinsForClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Create new pins to show properties on archetype
BlueprintGraph
void CreatePinsForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UK2Node_SpawnActor::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Expands a node while compiling, which may add additional nodes or delete this node
BlueprintGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
UK2Node_SpawnActor::GetBlueprintPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Get the blueprint input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetBlueprintPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const
[]
UK2Node_SpawnActor::GetDeprecationResponse
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Returns the response to use when reporting a deprecation.
BlueprintGraph
virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const
[]
UK2Node_SpawnActor::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.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_SpawnActor::GetNoCollisionFailPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Get the no collision fail input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetNoCollisionFailPin() const
[]
UK2Node_SpawnActor::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
This function returns an arbitrary number of attributes that describe this node for analytics events
BlueprintGraph
virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const
[]
UK2Node_SpawnActor::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.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_SpawnActor::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_SpawnActor::GetResultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Get the result output pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const
[]
UK2Node_SpawnActor::GetSpawnTransformPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Get the spawn transform input pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetSpawnTransformPin() const
[]
UK2Node_SpawnActor::GetThenPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Get the then output pin
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const
[]
UK2Node_SpawnActor::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_SpawnActor::GetWorldContextPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Get the world context input pin, can return NULL
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetWorldContextPin() const
[]
UK2Node_SpawnActor::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
BlueprintGraph
virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const
[]
UK2Node_SpawnActor::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_SpawnActor::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_SpawnActor::IsDeprecated
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Returns true if this node is deprecated.
BlueprintGraph
virtual bool IsDeprecated() const
[]
UK2Node_SpawnActor::IsSpawnVarPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
See if this is a spawn variable pin, or a 'default' pin
BlueprintGraph
bool IsSpawnVarPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_SpawnActor::PinDefaultValueChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Called when the DefaultValue of one of the pins of this node is changed in the editor
BlueprintGraph
virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_SpawnActor::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.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_SpawnActor::UK2Node_SpawnActor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
BlueprintGraph
UK2Node_SpawnActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_SpawnActorFromClass::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
BlueprintGraph
class UK2Node_SpawnActor : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_SpawnActorFromClass::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_SpawnActorFromClass::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
Expands a node while compiling, which may add additional nodes or delete this node
BlueprintGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]