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UK2Node_Tunnel::CanModifyExecutionWires
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Can this node have execution wires added or removed?
BlueprintGraph
virtual bool CanModifyExecutionWires()
[]
UK2Node_Tunnel::CanDuplicateNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
BlueprintGraph
virtual bool CanDuplicateNode() const
[]
UK2Node_Tunnel::CanUserDeleteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Whether or not this node can be deleted by user action
BlueprintGraph
virtual bool CanUserDeleteNode() const
[]
UK2Node_Tunnel::CanUseRefParams
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Can this node have pass-by-reference parameters?
BlueprintGraph
virtual bool CanUseRefParams() const
[]
UK2Node_Tunnel::DestroyNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Destroy the specified node
BlueprintGraph
virtual void DestroyNode()
[]
UK2Node_Tunnel::ClearCachedBlueprintData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Clears out any cached data that needs to be regenerated after a structural blueprint change
BlueprintGraph
virtual void ClearCachedBlueprintData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]
UK2Node_Tunnel::CreatePinFromUserDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )
[]
UK2Node_Tunnel::CreateUniquePinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Generate a unique pin name, trying to stick close to a passed in name
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) CreateUniquePinName ( [FName](API\Runtime\Core\UObject\FName) SourcePinName ) const
[]
UK2Node_Tunnel::DrawNodeAsEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsEntry() const
[]
UK2Node_Tunnel::FixupPinStringDataReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Fixes up structure/soft object ref pins, on both save and load
BlueprintGraph
virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )
[]
UK2Node_Tunnel::DrawNodeAsExit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsExit() const
[]
UK2Node_Tunnel::GetInputSink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL).
BlueprintGraph
virtual [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetInputSink() const
[]
UK2Node_Tunnel::GetJumpTargetForDoubleClick
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.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_Tunnel::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.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_Tunnel::GetOutputSource
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL).
BlueprintGraph
virtual [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetOutputSource() const
[]
UK2Node_Tunnel::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Tunnel::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const
[]
UK2Node_Tunnel::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_Tunnel::ModifyUserDefinedPinDefaultValue
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin
BlueprintGraph
virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )
[]
UK2Node_Tunnel::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_Tunnel::PostFixupAllWildcardPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Handles any work needed to be done after fixing up all wildcard pins during reconstruction
BlueprintGraph
virtual void PostFixupAllWildcardPins ( bool bInAllWildcardPinsUnlinked )
[]
UK2Node_Tunnel::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.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_Tunnel::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.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_Tunnel::RenameUserDefinedPinImpl
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Implementation function that renames an existing pin on the node. Does not broadcast notifications.
BlueprintGraph
virtual ERenamePinResult RenameUserDefinedPinImpl ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName, bool bTest )
[]
UK2Node_Tunnel::UK2Node_Tunnel
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
BlueprintGraph
UK2Node_Tunnel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_Tunnel::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.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 ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UK2Node_Tunnel
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
BlueprintGraph
class UK2Node_Tunnel : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)
[ { "type": "uint32: 1", "name": "bCanHaveInputs", "description": "Whether this node is allowed to have inputs." }, { "type": "uint32: 1", "name": "bCanHaveOutputs", "description": "Whether this node is allowed to have outputs." }, { "type": "TObjectPtr<UK2...", "name": "InputSinkNode", "description": "The input pins of this tunnel go to the output pins of InputSinkNode." }, { "type": "FKismetUserDecl...", "name": "MetaData", "description": "The metadata for the function/subgraph associated with this tunnel node; it's only editable and used on the tunnel entry node inside the subgraph or macro." }, { "type": "TObjectPtr<UK2...", "name": "OutputSourceNode", "description": "The output pins of this tunnel node came from the input pins of OutputSourceNode." }, { "type": "TArray<UEdGrap...", "name": "WildcardPins", "description": "Cache of the pins that were created as wildcards." } ]
UK2Node_TunnelBoundary::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_TunnelBoundary::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_TunnelBoundary::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.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_TunnelBoundary::SetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
Set node attributes based on the tunnel source node
BlueprintGraph
void SetNodeAttributes ( const [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * SourceNode )
[]
UK2Node_TunnelBoundary::GetTunnelBoundaryType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
Returns the type of tunnel boundary this node is
BlueprintGraph
ETunnelBoundaryType GetTunnelBoundaryType() const
[]
UK2Node_TunnelBoundary::UK2Node_TunnelBoundary
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
BlueprintGraph
UK2Node_TunnelBoundary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_TunnelBoundary
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TunnelBoundary.h
BlueprintGraph
class UK2Node_TunnelBoundary : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "FName", "name": "BaseName", "description": "Base Name" }, { "type": "ETunnelBoundary...", "name": "TunnelBoundaryType", "description": "Node Type" } ]
UK2Node_Variable::AutowireNewNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Autowire a newly created node.
BlueprintGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UK2Node_Variable::CanJumpToDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
BlueprintGraph
virtual bool CanJumpToDefinition() const
[]
UK2Node_Variable::CanPasteHere
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable::CheckForErrors
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Validates there are no errors in the node
BlueprintGraph
void CheckForErrors ( const class [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) * Schema, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UK2Node_Variable::CreatePinForSelf
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Creates 'self' pin
BlueprintGraph
void CreatePinForSelf()
[]
UK2Node_Variable::CreatePinForVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Creates a reader or writer pin for a variable. true if it succeeds, false if it fails.
BlueprintGraph
bool CreatePinForVariable ( EEdGraphPinDirection Direction, [FName](API\Runtime\Core\UObject\FName) InPinName )
[]
UK2Node_Variable::DoesRenamedVariableMatch
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns true if the variable names match, this looks for redirectors
BlueprintGraph
static bool DoesRenamedVariableMatch ( [FName](API\Runtime\Core\UObject\FName) OldVariableName, [FName](API\Runtime\Core\UObject\FName) NewVariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructType )
[]
UK2Node_Variable::DrawNodeAsVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Return whether to draw this node as a small variable node
BlueprintGraph
virtual bool DrawNodeAsVariable() const
[]
UK2Node_Variable::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed
BlueprintGraph
virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const
[]
UK2Node_Variable::FunctionParameterExists
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns whether a Function Graph contains a parameter with the given name
BlueprintGraph
static bool FunctionParameterExists ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InFunctionGraph, const [FName](API\Runtime\Core\UObject\FName) InParameterName )
[]
UK2Node_Variable::GetActorComponent
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Utility function to retrieve actor component for variable property. FoundUActorComponentfor theFProperty, else nullptr
BlueprintGraph
const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetActorComponent ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * VariableProperty ) const
[]
UK2Node_Variable::GetBlueprintVarDescription
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
BlueprintGraph
[FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const * GetBlueprintVarDescription() const
[]
UK2Node_Variable::GetCornerIcon
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
name of brush for special icon in upper-right corner
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const
[]
UK2Node_Variable::GetDeprecationResponse
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns the response to use when reporting a deprecation.
BlueprintGraph
virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const
[]
UK2Node_Variable::GetDocumentationExcerptName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable::GetDocumentationLink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns the link used for external documentation for the graph node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UK2Node_Variable::GetFindReferenceSearchString
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Gets the search string to find references to this node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetFindReferenceSearchString() const
[]
UK2Node_Variable::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_Variable::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_Variable::GetPinMetaData
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Return the requested metadata for the pin if there is any
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )
[]
UK2Node_Variable::GetPropertyForVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Get theFPropertyfor this variable node
BlueprintGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPropertyForVariable() const
[]
UK2Node_Variable::GetPropertyForVariableFromSkeleton
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Get theFPropertyfor this variable node
BlueprintGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPropertyForVariableFromSkeleton() const
[]
UK2Node_Variable::GetToolTipHeading
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipHeading() const
[]
UK2Node_Variable::GetJumpTargetForDoubleClick
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable::GetValuePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Accessor for the value output pin of the node
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetValuePin() const
[]
UK2Node_Variable::GetVariableIconAndColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable). A icon representing the specified variable's type.
BlueprintGraph
static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetVariableIconAndColor ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VarScope, [FName](API\Runtime\Core\UObject\FName) VarName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & IconColorOut )
[]
UK2Node_Variable::GetVariableSourceClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Get the class to look for this variable in
BlueprintGraph
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetVariableSourceClass() const
[]
UK2Node_Variable::GetVarIconFromPinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable pin type). A icon representing the specified variable's type.
BlueprintGraph
static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetVarIconFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & IconColorOut )
[]
UK2Node_Variable::GetVarName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Util to get variable name
BlueprintGraph
[FName](API\Runtime\Core\UObject\FName) GetVarName() const
[]
UK2Node_Variable::GetVarNameString
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Util to get variable name as a string
BlueprintGraph
[FString](API\Runtime\Core\Containers\FString) GetVarNameString() const
[]
UK2Node_Variable::GetVarNameText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
BlueprintGraph
[FText](API\Runtime\Core\Internationalization\FText) GetVarNameText() const
[]
UK2Node_Variable::HandleVariableRenamed
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Handle when a variable is renamed in the Blueprint Palette
BlueprintGraph
virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )
[]
UK2Node_Variable::HasDeprecatedReference
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns true if this node references a deprecated type or member.
BlueprintGraph
virtual bool HasDeprecatedReference() const
[]
UK2Node_Variable::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
BlueprintGraph
virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const
[]
UK2Node_Variable::JumpToDefinition
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
BlueprintGraph
virtual void JumpToDefinition() const
[]
UK2Node_Variable::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable::ReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Refresh the connectors on a node, preserving as many connections as it can.
BlueprintGraph
virtual void ReconstructNode()
[]
UK2Node_Variable::RecreatePinForVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Creates a reader or writer pin for a variable from an old pin. true if it succeeds, false if it fails.
BlueprintGraph
bool RecreatePinForVariable ( EEdGraphPinDirection Direction, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins, [FName](API\Runtime\Core\UObject\FName) InPinName )
[]
UK2Node_Variable::ReferencesVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed.
BlueprintGraph
virtual bool ReferencesVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const
[]
UK2Node_Variable::RemapRestrictedLinkReference
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Remap a reference from one variable to another, if this variable is of class type 'MatchInVariableClass', and if linked to anything that is a child of 'RemapIfLinkedToClass'. Only intended for versioned fixup where redirects can't be applied.
BlueprintGraph
bool RemapRestrictedLinkReference ( [FName](API\Runtime\Core\UObject\FName) OldVariableName, [FName](API\Runtime\Core\UObject\FName) NewVariableName, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * MatchInVariableClass, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * RemapIfLinkedToClass, bool bLogWarning )
[]
UK2Node_Variable::ReplaceReferences
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Replace any member references of source with replacement
BlueprintGraph
virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement )
[]
UK2Node_Variable::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
BlueprintGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UK2Node_Variable::SetFromProperty
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Set up this variable node from the suppliedFProperty
BlueprintGraph
void SetFromProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, bool bSelfContext, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass )
[]
UK2Node_Variable::SuppressDeprecationWarning
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Adds the variable reference to the suppressed deprecation warnings list
BlueprintGraph
void SuppressDeprecationWarning() const
[]
UK2Node_Variable::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.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_Variable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
BlueprintGraph
class UK2Node_Variable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "TEnumAsByte<ES...", "name": "SelfContextInfo", "description": "" }, { "type": "FMemberReferenc...", "name": "VariableReference", "description": "Reference to variable we want to set/get" } ]
UK2Node_Variable::UK2Node_Variable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
BlueprintGraph
UK2Node_Variable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_VariableGet::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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_VariableGet::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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_VariableGet::GetBlueprintVarTooltip
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
BlueprintGraph
static [FText](API\Runtime\Core\Internationalization\FText) GetBlueprintVarTooltip ( [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const & VarDesc )
[]
UK2Node_VariableGet::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_VariableGet::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_VariableGet::GetPropertyTooltip
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
BlueprintGraph
static [FText](API\Runtime\Core\Internationalization\FText) GetPropertyTooltip ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) const * VariableProperty )
[]
UK2Node_VariableGet::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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_VariableGet::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_VariableGet::IncludeParentNodeContextMenu
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Does the node context menu inherit parent class's menu
BlueprintGraph
virtual bool IncludeParentNodeContextMenu() const
[]
UK2Node_VariableGet::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_VariableGet::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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_VariableGet::Serialize
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
BlueprintGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UK2Node_VariableGet::SetPurity
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).
BlueprintGraph
void SetPurity ( bool bNewPurity )
[]
UK2Node_VariableGet::ShouldShowNodeProperties
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Return whether the node's properties display in the blueprint details panel
BlueprintGraph
virtual bool ShouldShowNodeProperties() const
[]
UK2Node_VariableGet::ValidateNodeDuringCompilation
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.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_VariableGet::UK2Node_VariableGet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
BlueprintGraph
UK2Node_VariableGet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_VariableGet
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
BlueprintGraph
class UK2Node_VariableGet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)
[]