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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
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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
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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
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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 )
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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()
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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()
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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()
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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 )
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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
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UK2Node_Timeline::UK2Node_Timeline
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
BlueprintGraph
UK2Node_Timeline ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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()
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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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