UK2Node_SpawnActorFromClass

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h
Include #include "K2Node_SpawnActorFromClass.h"

Syntax

class UK2Node_SpawnActorFromClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)  

Constructors

Type Name Description
  UK2Node_SpawnActorFromClass ( const FObjectInitializer& ObjectIn... )  

Overridden from UK2Node_ConstructObjectFromClass

Type Name Description
UClass * GetClassPinBaseClass () Gets base class to use for the 'class' pin.
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  
bool IsSpawnVarPin ( UEdGraphPin* Pin ) See if this is a spawn variable pin, or a 'default' pin

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
bool IsNodeSafeToIgnore () Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
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
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
void GetPinHoverText ( const UEdGraphPin& Pin, FString& HoverTextOut ) Fetch the hover text for a pin when the graph is being edited.
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.

Overridden from UObject

Type Name Description
void PostLoad () Do any object-specific cleanup required immediately after loading an object.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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