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UK2Node_SpawnActorFromClass::GetClassPinBaseClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
Gets base class to use for the 'class' pin.UObjectby default.
BlueprintGraph
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassPinBaseClass() const
[]
UK2Node_SpawnActorFromClass::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass::GetPinHoverText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
Fetch the hover text for a pin when the graph is being edited.
BlueprintGraph
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
[]
UK2Node_SpawnActorFromClass::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_SpawnActorFromClass::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass::IsSpawnVarPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
See if this is a spawn variable pin, or a 'default' pin
BlueprintGraph
virtual bool IsSpawnVarPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_SpawnActorFromClass::PostLoad
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass::PostPlacedNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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()
[]
UK2Node_SpawnActorFromClass::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.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_SpawnActorFromClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
BlueprintGraph
class UK2Node_SpawnActorFromClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)
[]
UK2Node_SpawnActorFromClass::UK2Node_SpawnActorFromClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
BlueprintGraph
UK2Node_SpawnActorFromClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_StructMemberGet::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.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_StructMemberGet::AllocatePinsForSingleMemberGet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
AllocateDefaultPins with just one member set.
BlueprintGraph
void AllocatePinsForSingleMemberGet ( [FName](API\Runtime\Core\UObject\FName) MemberName )
[]
UK2Node_StructMemberGet::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.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_StructMemberGet::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_StructMemberGet::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_StructMemberGet::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_StructMemberGet::PostEditChangeProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.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_StructMemberGet::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_StructMemberGet::UK2Node_StructMemberGet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
BlueprintGraph
UK2Node_StructMemberGet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_StructMemberGet::PreEditChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
This is called when a property is about to be modified externally
BlueprintGraph
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UK2Node_StructMemberSet::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.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_StructMemberSet::AllocateExecPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Helper for AllocateDefaultPins.
BlueprintGraph
void AllocateExecPins()
[]
UK2Node_StructMemberSet::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_StructMemberSet::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.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_StructMemberSet::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.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_StructMemberSet::GetOverrideConditionForProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Returns the override condition that's bound to the given property, if one exists. An override is a edit condition flag that is not exposed as an optional input pin.
BlueprintGraph
[FBoolProperty](API\Runtime\CoreUObject\UObject\FBoolProperty) * GetOverrideConditionForProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const
[]
UK2Node_StructMemberGet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberGet.h
Pure kismet node that gets one or more member variables of a struct.
BlueprintGraph
class UK2Node_StructMemberGet : public [UK2Node_StructOperation](API\Editor\BlueprintGraph\UK2Node_StructOperation)
[ { "type": "TArray<FOption...", "name": "ShowPinForProperties", "description": "" } ]
UK2Node_StructMemberSet::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_StructMemberSet::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_StructMemberSet::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_StructMemberSet::PostEditChangeProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.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_StructMemberSet::PreEditChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
This is called when a property is about to be modified externally
BlueprintGraph
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UK2Node_StructMemberSet::UK2Node_StructMemberSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
BlueprintGraph
UK2Node_StructMemberSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_StructMemberSet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Imperative kismet node that sets one or more member variables of a struct.
BlueprintGraph
class UK2Node_StructMemberSet : public [UK2Node_StructOperation](API\Editor\BlueprintGraph\UK2Node_StructOperation)
[ { "type": "TArray<FOption...", "name": "ShowPinForProperties", "description": "" } ]
UK2Node_StructOperation::DoRenamedPinsMatch
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
BlueprintGraph
bool DoRenamedPinsMatch ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, bool bStructInVariablesOut ) const
[]
FMakeStructSpawnerAllowedDelegate
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Utility function to set up menu actions to set the struct type and promote category
BlueprintGraph
typedef TBaseDelegate_TwoParams< bool, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *, bool > FMakeStructSpawnerAllowedDelegate
[]
UK2Node_StructOperation::FStructOperationOptionalPinManager::CustomizePinData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Customize automatically created pins if desired.
BlueprintGraph
virtual void CustomizePinData &40; UEdGraphPin &42; Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty &42; Property &41; const
[]
UK2Node_StructOperation::FStructOperationOptionalPinManager::GetRecordDefaults
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Should the specified property be displayed by default
BlueprintGraph
virtual void GetRecordDefaults &40; FProperty &42; TestProperty, FOptionalPinFromProperty & Record &41; const
[]
UK2Node_StructOperation::GetFindReferenceSearchString
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Gets the search string to find references to this node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetFindReferenceSearchString() const
[]
FStructOperationOptionalPinManager
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Updater for subclasses that allow hiding pins.
BlueprintGraph
struct FStructOperationOptionalPinManager : public [FOptionalPinManager](API\Editor\BlueprintGraph\FOptionalPinManager)
[]
UK2Node_StructOperation::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.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_StructOperation::IsActionFilteredOut
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Determine if the node of this type should be filtered in the actions menu
BlueprintGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UK2Node_StructOperation::SetupMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
BlueprintGraph
void SetupMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar, const [FMakeStructSpawnerAllowedDelegate](API\Editor\BlueprintGraph\UK2Node_StructOperation\FMakeStructSpawn-) & AllowedDelegate, EEdGraphPinDirection PinDirectionToPromote ) const
[]
UK2Node_StructOperation::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Virtual boolDrawNodeAsVariable() constoverride { return true; }
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UK2Node_StructOperation::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.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_StructOperation::UK2Node_StructOperation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
BlueprintGraph
UK2Node_StructOperation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_StructOperation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
BlueprintGraph
class UK2Node_StructOperation : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)
[ { "type": "TObjectPtr<USc...", "name": "StructType", "description": "Class that this variable is defined in." } ]
UK2Node_Switch::AddPinToSwitchNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Adds a new execution pin to a switch node
BlueprintGraph
virtual void AddPinToSwitchNode()
[]
UK2Node_Switch::CanEverRemoveExecutionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Return whether the node's execution pins should support the remove execution pin action
BlueprintGraph
virtual bool CanEverRemoveExecutionPin() const
[]
UK2Node_Switch::CanRemoveExecutionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Whether an execution pin can be removed from the node or not
BlueprintGraph
virtual bool CanRemoveExecutionPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const
[]
UK2Node_Switch::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.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_Switch::CreateCasePins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual void CreateCasePins()
[]
UK2Node_Switch::CreateFunctionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual void CreateFunctionPin()
[]
UK2Node_StructOperation::GetPinMetaData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructOperation.h
Return the requested metadata for the pin if there is any
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )
[]
UK2Node_Switch::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_Switch::CreateSelectionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual void CreateSelectionPin()
[]
UK2Node_Switch::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.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_Switch::GetExportTextForPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetExportTextForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_Switch::GetDefaultPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetDefaultPin() const
[]
UK2Node_Switch::GetFunctionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetFunctionPin() const
[]
UK2Node_Switch::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.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_Switch::GetInnerCaseType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetInnerCaseType() const
[]
UK2Node_Switch::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.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_Switch::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_Switch::GetPinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Gets the pin type from the schema for the subclass
BlueprintGraph
virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const
[]
UK2Node_Switch::GetPinNameGivenIndex
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const
[]
UK2Node_Switch::GetSelectionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Getting pin access
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetSelectionPin() const
[]
UK2Node_Switch::GetSelectionPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
static [FName](API\Runtime\Core\UObject\FName) GetSelectionPinName()
[]
UK2Node_Switch::GetUniquePinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Gets a unique pin name, the next in the sequence
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetUniquePinName()
[]
UK2Node_Switch::PostEditChangeProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.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_Switch::RemovePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
[]
UK2Node_Switch::RemovePinFromSwitchNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Removes the specified execution pin from an switch node
BlueprintGraph
virtual void RemovePinFromSwitchNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
[]
UK2Node_Switch::SupportsAddPinButton
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
Determines whether the add button should be enabled
BlueprintGraph
virtual bool SupportsAddPinButton() const
[]
UK2Node_Switch::UK2Node_Switch
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
UK2Node_Switch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_Switch
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Switch.h
BlueprintGraph
class UK2Node_Switch : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "uint32: 1", "name": "bHasDefaultPin", "description": "If true switch has a default pin" }, { "type": "TSubclassOf< cl...", "name": "FunctionClass", "description": "The class that the function is from." }, { "type": "FName", "name": "FunctionName", "description": "The function underpining the switch, if required" } ]
UK2Node_SwitchEnum::AddPinSearchMetaDataInfo
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Adds node pin data to the search metadata, override to collect more data that may be desirable to search for
BlueprintGraph
virtual void AddPinSearchMetaDataInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
[]
UK2Node_SwitchEnum::AddPinToSwitchNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Adds a new execution pin to a switch node
BlueprintGraph
virtual void AddPinToSwitchNode()
[]
UK2Node_SwitchEnum::CanUserEditPinAdvancedViewFlag
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Whether or not this node allows users to edit the advanced view flag of pins (actually edit the property, not the same as show/hide advanced pins).
BlueprintGraph
virtual bool CanUserEditPinAdvancedViewFlag() const
[]
UK2Node_SwitchEnum::CanEverRemoveExecutionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Return whether the node's execution pins should support the remove execution pin action
BlueprintGraph
virtual bool CanEverRemoveExecutionPin() const
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UK2Node_SwitchEnum::CreateCasePins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Helper method to set-up pins
BlueprintGraph
virtual void CreateCasePins()
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UK2Node_SwitchEnum::CreateSelectionPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Helper method to set-up correct selection pin
BlueprintGraph
virtual void CreateSelectionPin()
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UK2Node_SwitchEnum::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.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
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UK2Node_SwitchEnum::GetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
BlueprintGraph
virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const
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UK2Node_SwitchEnum::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
BlueprintGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
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UK2Node_SwitchEnum::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
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UK2Node_SwitchEnum::GetPinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Gets the pin type from the schema for the subclass
BlueprintGraph
virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const
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UK2Node_SwitchEnum::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
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UK2Node_SwitchEnum::IsConnectionDisallowed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.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
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UK2Node_SwitchEnum::PreloadRequiredAssets
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.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_SwitchEnum::ReloadEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
BlueprintGraph
virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )
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UK2Node_SwitchEnum::RemovePinFromSwitchNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Removes the specified execution pin from an switch node
BlueprintGraph
virtual void RemovePinFromSwitchNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
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UK2Node_SwitchEnum::RemovePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Don't support removing pins from an enum
BlueprintGraph
virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
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UK2Node_SwitchEnum::SetEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Bind the switch to a named enum
BlueprintGraph
void SetEnum ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )
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UK2Node_SwitchEnum::ShouldBeReconstructedAfterEnumChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
BlueprintGraph
virtual bool ShouldBeReconstructedAfterEnumChanged() const
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UK2Node_SwitchEnum::SupportsAddPinButton
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Determines whether the add button should be enabled
BlueprintGraph
virtual bool SupportsAddPinButton() const
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UK2Node_SwitchEnum::UK2Node_SwitchEnum
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
BlueprintGraph
UK2Node_SwitchEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]