UDEPRECATED_K2Node_LocalVariable

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LocalVariable.h
Include #include "K2Node_LocalVariable.h"

Syntax

class UDEPRECATED_K2Node_LocalVariable : public [UK2Node_TemporaryVariable](API\Editor\BlueprintGraph\UK2Node_TemporaryVariable)  

Variables

Type Name Description
FName CustomVariableName If this is not an override, allow user to specify a name for the function created by this entry point
FText VariableTooltip The local variable's assigned tooltip

Constructors

Type Name Description
  UDEPRECATED_K2Node_LocalVariable ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void ChangeVariableType ( const FEdGraphPinType& InVariableT... ) Assigns the local variable a type
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  

Overridden from UK2Node

Type Name Description
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

Overridden from UEdGraphNode

Type Name Description
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node
TSharedPtr< ... MakeNameValidator () Create a name validator for this node
void OnRenameNode ( const FString& NewName ) Called when this node is being renamed after a successful name validation
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void ReconstructNode () Refresh the connectors on a node, preserving as many connections as it can.

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