UBlueprintEventNodeSpawner

Takes care of spawning [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) nodes.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h
Include #include "BlueprintEventNodeSpawner.h"

Syntax

class UBlueprintEventNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)  

Remarks

Takes care of spawning UK2Node_Event nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead, Invoke() will return the existing one). Evolved from FEdGraphSchemaAction_K2AddEvent and FEdGraphSchemaAction_K2ViewNode.

Constructors

Type Name Description
  UBlueprintEventNodeSpawner ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UBlueprintEv... Create ( UFunction const*const EventFun..., UObject* Outer ) Creates a new UBlueprintEventNodeSpawner for the specified function.
UBlueprintEv... Create ( TSubclassOf< UK2Node_Event > NodeCl..., FName CustomEventName, UObject* Outer ) Creates a new UBlueprintEventNodeSpawner for custom events.
UK2Node_Even... FindPreExistingEvent ( UBlueprint* Blueprint, FBindingSet const& Bindings )  
UFunction co... GetEventFunction () Retrieves the function that this assigns to spawned nodes (defines the event's signature).
bool IsForCustomEvent ()  

Overridden from UBlueprintNodeSpawner

Type Name Description
FBlueprintNo... GetSpawnerSignature () We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs.
UEdGraphNode... Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) Takes care of spawning a node for the specified graph.

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