className
stringlengths 1
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| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 0
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| code
stringlengths 0
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| variables
listlengths 0
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|---|---|---|---|---|---|
UK2Node_SwitchEnum
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
|
BlueprintGraph
|
class UK2Node_SwitchEnum : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)
|
[
{
"type": "TObjectPtr<UEn...",
"name": "Enum",
"description": "Name of the enum being switched on"
},
{
"type": "TArray<FName>",
"name": "EnumEntries",
"description": "List of the current entries in the enum"
},
{
"type": "TArray<FText>",
"name": "EnumFriendlyNames",
"description": "List of the current entries in the enum"
}
] |
|
UK2Node_SwitchInteger::CanRemoveExecutionPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.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_SwitchInteger::CreateCasePins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
BlueprintGraph
|
virtual void CreateCasePins()
|
[] |
|
UK2Node_SwitchInteger::CreateSelectionPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
BlueprintGraph
|
virtual void CreateSelectionPin()
|
[] |
|
UK2Node_SwitchInteger::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.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_SwitchInteger::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.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_SwitchInteger::GetPinNameGivenIndex
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const
|
[] |
|
UK2Node_SwitchInteger::GetPinType
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
Gets the pin type from the schema for the subclass
|
BlueprintGraph
|
virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const
|
[] |
UK2Node_SwitchInteger::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_SwitchInteger::PostEditChangeProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.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_SwitchInteger::GetUniquePinName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
Gets a unique pin name, the next in the sequence
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetUniquePinName()
|
[] |
UK2Node_SwitchInteger::ReallocatePinsDuringReconstruction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.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_SwitchInteger::RemovePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
BlueprintGraph
|
virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
|
[] |
|
UK2Node_SwitchInteger::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_SwitchInteger::UK2Node_SwitchInteger
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
BlueprintGraph
|
UK2Node_SwitchInteger ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_SwitchInteger
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
|
BlueprintGraph
|
class UK2Node_SwitchInteger : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)
|
[
{
"type": "int32",
"name": "StartIndex",
"description": "Set the starting index for the node"
}
] |
|
UK2Node_SwitchName::AddPinToSwitchNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
Adds a new execution pin to a switch node
|
BlueprintGraph
|
virtual void AddPinToSwitchNode()
|
[] |
UK2Node_SwitchName::CreateCasePins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
BlueprintGraph
|
virtual void CreateCasePins()
|
[] |
|
UK2Node_SwitchName::CreateSelectionPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
BlueprintGraph
|
virtual void CreateSelectionPin()
|
[] |
|
UK2Node_SwitchName::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.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_SwitchName::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.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_SwitchName::GetPinType
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
Gets the pin type from the schema for the subclass
|
BlueprintGraph
|
virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const
|
[] |
UK2Node_SwitchName::GetPinNameGivenIndex
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const
|
[] |
|
UK2Node_SwitchName::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_SwitchName::GetUniquePinName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
Gets a unique pin name, the next in the sequence
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetUniquePinName()
|
[] |
UK2Node_SwitchName::PostEditChangeProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.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_SwitchName::RemovePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
BlueprintGraph
|
virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
|
[] |
|
UK2Node_SwitchName::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_SwitchName::UK2Node_SwitchName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
BlueprintGraph
|
UK2Node_SwitchName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_SwitchName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchName.h
|
BlueprintGraph
|
class UK2Node_SwitchName : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)
|
[
{
"type": "TArray<FName>",
"name": "PinNames",
"description": ""
}
] |
|
UK2Node_SwitchString::AddPinToSwitchNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
Adds a new execution pin to a switch node
|
BlueprintGraph
|
virtual void AddPinToSwitchNode()
|
[] |
UK2Node_SwitchString::CreateCasePins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
BlueprintGraph
|
virtual void CreateCasePins()
|
[] |
|
UK2Node_SwitchString::CreateSelectionPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
BlueprintGraph
|
virtual void CreateSelectionPin()
|
[] |
|
UK2Node_SwitchString::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.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_SwitchString::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.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_SwitchString::GetPinNameGivenIndex
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const
|
[] |
|
UK2Node_SwitchString::GetPinType
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
Gets the pin type from the schema for the subclass
|
BlueprintGraph
|
virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const
|
[] |
UK2Node_SwitchString::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_SwitchString::GetUniquePinName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
Gets a unique pin name, the next in the sequence
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetUniquePinName()
|
[] |
UK2Node_SwitchString::PostEditChangeProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.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_SwitchString::SetupCaseSensitivityFunction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
Sets the nodes function to call based on case sensitivity
|
BlueprintGraph
|
void SetupCaseSensitivityFunction()
|
[] |
UK2Node_SwitchString::RemovePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
BlueprintGraph
|
virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )
|
[] |
|
UK2Node_SwitchString::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_SwitchString::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.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_SwitchString::UK2Node_SwitchString
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
BlueprintGraph
|
UK2Node_SwitchString ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_SwitchString
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
|
BlueprintGraph
|
class UK2Node_SwitchString : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)
|
[
{
"type": "uint32: 1",
"name": "bIsCaseSensitive",
"description": ""
},
{
"type": "TArray<FName>",
"name": "PinNames",
"description": ""
}
] |
|
UK2Node_TemporaryVariable::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.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_TemporaryVariable::CanPasteHere
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Determine if this node can live in the specified graph
|
BlueprintGraph
|
virtual bool CanPasteHere ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
|
[] |
UK2Node_TemporaryVariable::CreateNodeHandler
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
BlueprintGraph
|
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
|
[] |
|
UK2Node_TemporaryVariable::GetDescriptiveCompiledName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Tries to come up with a descriptive name for the compiled output
|
BlueprintGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetDescriptiveCompiledName() const
|
[] |
UK2Node_TemporaryVariable::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.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_TemporaryVariable::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.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_TemporaryVariable::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.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_TemporaryVariable::GetSignature
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.
|
BlueprintGraph
|
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
|
[] |
UK2Node_TemporaryVariable::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_TemporaryVariable::GetVariablePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Get variable pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetVariablePin()
|
[] |
UK2Node_TemporaryVariable::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Determine if a node of this type can be created for the specified graph.
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const
|
[] |
UK2Node_TemporaryVariable::IsNodePure
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Returns whether this node is considered 'pure' by the compiler
|
BlueprintGraph
|
virtual bool IsNodePure() const
|
[] |
UK2Node_TemporaryVariable::NotifyPinConnectionListChanged
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.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_TemporaryVariable::PostReconstructNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
Called at the end of ReconstructNode, allows node specific work to be performed
|
BlueprintGraph
|
virtual void PostReconstructNode()
|
[] |
UK2Node_TemporaryVariable::UK2Node_TemporaryVariable
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
BlueprintGraph
|
UK2Node_TemporaryVariable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_TemporaryVariable
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h
|
BlueprintGraph
|
class UK2Node_TemporaryVariable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[
{
"type": "bool",
"name": "bIsPersistent",
"description": "Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it"
},
{
"type": "FEdGraphPinType",
"name": "VariableType",
"description": ""
}
] |
|
UK2Node_Timeline::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::CreateNodeHandler
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
BlueprintGraph
|
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
|
[] |
|
UK2Node_Timeline::DestroyNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Destroy the specified node
|
BlueprintGraph
|
virtual void DestroyNode()
|
[] |
UK2Node_Timeline::FindDiffs
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Gives the node the option to customize how diffs are discovered within it.
|
BlueprintGraph
|
virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )
|
[] |
UK2Node_Timeline::GetCornerIcon
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
name of brush for special icon in upper-right corner
|
BlueprintGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const
|
[] |
UK2Node_Timeline::GetDirectionPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'Direction' output pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetDirectionPin() const
|
[] |
UK2Node_Timeline::GetDocumentationExcerptName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
|
BlueprintGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationExcerptName() const
|
[] |
UK2Node_Timeline::GetFinishedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'finished' output pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetFinishedPin() const
|
[] |
UK2Node_Timeline::GetIconAndTint
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::GetJumpTargetForDoubleClick
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
|
BlueprintGraph
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
|
[] |
UK2Node_Timeline::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::GetNewTimePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'newtime' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetNewTimePin() const
|
[] |
UK2Node_Timeline::GetNodeAttributes
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::GetNodeTitleColor
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Gets the draw color of a node's title bar
|
BlueprintGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UK2Node_Timeline::GetPlayFromStartPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'play from start' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPlayFromStartPin() const
|
[] |
UK2Node_Timeline::GetPlayPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'play' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPlayPin() const
|
[] |
UK2Node_Timeline::ExpandNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::GetReverseFromEndPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'reverse from end' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReverseFromEndPin() const
|
[] |
UK2Node_Timeline::GetSetNewTimePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'setnewtime' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetSetNewTimePin() const
|
[] |
UK2Node_Timeline::GetReversePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'reverse' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReversePin() const
|
[] |
UK2Node_Timeline::GetStopPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'stop' input pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetStopPin() const
|
[] |
UK2Node_Timeline::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_Timeline::GetTrackPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'Direction' output pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetTrackPin ( const [FName](API\Runtime\Core\UObject\FName) TrackName ) const
|
[] |
UK2Node_Timeline::GetUpdatePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Get the 'update' output pin
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetUpdatePin() const
|
[] |
UK2Node_Timeline::IsCompatibleWithGraph
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
BlueprintGraph
|
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
|
[] |
|
UK2Node_Timeline::MakeNameValidator
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Create a name validator for this node
|
BlueprintGraph
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
|
[] |
UK2Node_Timeline::NodeCausesStructuralBlueprintChange
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
|
BlueprintGraph
|
virtual bool NodeCausesStructuralBlueprintChange() const
|
[] |
UK2Node_Timeline::OnRenameNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Called when this node is being renamed after a successful name validation
|
BlueprintGraph
|
virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
|
[] |
UK2Node_Timeline::PostPasteNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.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_Timeline::PrepareForCopying
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Perform any steps necessary prior to copying a node into the paste buffer
|
BlueprintGraph
|
virtual void PrepareForCopying()
|
[] |
UK2Node_Timeline::PreloadRequiredAssets
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Called before compilation begins, giving a blueprint time to force the linker to load data
|
BlueprintGraph
|
virtual void PreloadRequiredAssets()
|
[] |
UK2Node_Timeline::RenameTimeline
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Try to rename the timeline
bool true if node was successfully renamed, false otherwise
|
BlueprintGraph
|
bool RenameTimeline ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
|
[] |
UK2Node_Timeline::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_Timeline::UK2Node_Timeline
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
BlueprintGraph
|
UK2Node_Timeline ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_Timeline
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
|
BlueprintGraph
|
class UK2Node_Timeline : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[
{
"type": "uint32: 1",
"name": "bAutoPlay",
"description": "If the timeline is set to autoplay"
},
{
"type": "uint32: 1",
"name": "bIgnoreTimeDilation",
"description": "If the timeline should ignore global time dilation"
},
{
"type": "uint32: 1",
"name": "bLoop",
"description": "If the timeline is set to loop"
},
{
"type": "uint32: 1",
"name": "bReplicated",
"description": "If the timeline is set to replicate"
},
{
"type": "FGuid",
"name": "TimelineGuid",
"description": "Unique ID for the template we use, required to indentify the timeline after a paste"
},
{
"type": "FName",
"name": "TimelineName",
"description": "The name of the timeline."
}
] |
|
UK2Node_Tunnel::CacheWildcardPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
|
Utility function that subclasses must call after allocating their default pins.
|
BlueprintGraph
|
void CacheWildcardPins()
|
[] |
UK2Node_Tunnel::CanCreateUserDefinedPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.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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