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Unreal Engine C++ API Reference > Editor > GameplayTasksEditor
Inheritance Hierarchy
References
Module | GameplayTasksEditor |
Header | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h |
Include | #include "K2Node_LatentGameplayTaskCall.h" |
Syntax
class UK2Node_LatentGameplayTaskCall : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)
Variables
Constructors
Type | Name | Description |
---|---|---|
UK2Node_LatentGameplayTaskCall ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
bool | ConnectSpawnProperties ( UClass* ClassToSpawn, const UEdGraphSchema_K2* Schem..., FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorRetur... ) | |
void | CreatePinsForClass ( UClass* InClass ) | |
UEdGraphPin ... | GetClassPin ( const TArray< UEdGraphPin* >&... ) | |
UClass * | GetClassToSpawn ( const TArray< UEdGraphPin* >&... ) | |
UEdGraphPin ... | GetResultPin () | |
bool | HasDedicatedNodeClass ( TSubclassOf< UGameplayTask > TaskCl... ) | |
bool | IsHandling ( TSubclassOf< UGameplayTask > TaskCl... ) | |
bool | IsSpawnVarPin ( UEdGraphPin* Pin ) | |
void | RegisterSpecializedTaskNodeClass ( TSubclassOf< UK2Node_LatentGameplay... ) | |
bool | ValidateActorArraySpawning ( FKismetCompilerContext& CompilerCo..., bool bGenerateErrors ) | |
bool | ValidateActorSpawning ( FKismetCompilerContext& CompilerCo..., bool bGenerateErrors ) |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) | This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode. |
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
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 |
---|---|---|
bool | CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* DesiredS... ) | Can this node be created under the specified schema. |
void | PinDefaultValueChanged ( UEdGraphPin* Pin ) | Called when the DefaultValue of one of the pins of this node is changed in the editor |
Constants
Name | Description |
---|---|
NodeClasses |