UBlueprintComponentNodeSpawner::GetSpawnerSignature

We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs.

Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintComponentNodeSpawner

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h
Include #include "BlueprintComponentNodeSpawner.h"
Source /Engine/Source/Editor/BlueprintGraph/Private/BlueprintComponentNodeSpawner.cpp
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const  

Remarks

We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns. A set of object-paths/names that distinguish this spawner from others.


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