Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h |
Include | #include "BlueprintFieldNodeSpawner.h" |
Syntax
class UBlueprintFieldNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
Remarks
Takes care of spawning various field related nodes (nodes associated with functions, enums, structs, properties, etc.). Acts as the "action" portion for certain FBlueprintActionMenuItems.
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< UCl... | OwnerClass | The owning class to configure new nodes with. |
FSetNodeFieldDe... | SetNodeFieldDelegate | Callback to define how the field should be applied to new nodes |
Constructors
Type | Name | Description |
---|---|---|
UBlueprintFieldNodeSpawner ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UBlueprintFi... | Create ( TSubclassOf< UK2Node > NodeClass, FFieldVariant Field, UObject* Outer, UClass const* OwnerClass ) | Creates a new UBlueprintFieldNodeSpawner for the supplied field. |
FFieldVarian... | GetField () | Retrieves the field that this assigns to spawned nodes (defines the node's signature). |
void | SetField ( FFieldVariant InField ) | Sets the field for this spawner |
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. |
Typedefs
Name | Description |
---|---|
FSetNodeFieldDelegate |