className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
UK2Node_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",
"des... | |
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",
"descri... | |
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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