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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h |
Include | #include "K2Node_ExecutionSequence.h" |
Syntax
class UK2Node_ExecutionSequence :
public [UK2Node](API\Editor\BlueprintGraph\UK2Node),
public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_ExecutionSequence ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
bool | CanRemoveExecutionPin () | Whether an execution pin can be removed from the node or not |
UEdGraphPin ... | GetThenPinGivenIndex ( int32 Index ) | |
FName | GetUniquePinName () | Gets a unique pin name, the next in the sequence |
void | InsertPinIntoExecutionNode ( UEdGraphPin* PinToInsertBefore, EPinInsertPosition Position ) | Inserts a new execution pin, before the specified execution pin, into an execution node |
void | RemovePinFromExecutionNode ( UEdGraphPin* TargetPin ) | Removes the specified execution pin from an execution node |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
bool | CanEverInsertExecutionPin () | Return whether the node's execution pins should support the insert execution pin action |
bool | CanEverRemoveExecutionPin () | Return whether the node's execution pins should support the remove execution pin action |
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
void | ReallocatePinsDuringReconstruction ( TArray< UEdGraphPin* >& OldPi... ) | Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() 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) |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | AllocateDefaultPins () | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
Overridden from IK2Node_AddPinInterface
Type | Name | Description |
---|---|---|
void | AddInputPin () | Add an additional input pin to this node |