UK2Node_CustomEvent

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CustomEvent.h
Include #include "K2Node_CustomEvent.h"

Syntax

class UK2Node_CustomEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)  

Variables

Type Name Description
bool bCallInEditor Specifies that the event can be triggered in Editor
bool bIsDeprecated Specifies that usage of this event has been deprecated
FString DeprecationMessage Optional message to display when the event is deprecated

Constructors

Type Name Description
  UK2Node_CustomEvent ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UK2Node_Cust... CreateFromFunction ( FVector2D GraphPosition, UEdGraph* ParentGraph, const FString& Name, const UFunction* Function, bool bSelectNewNode )  
uint32 GetNetFlags () If a CustomEvent overrides another CustomEvent, then it inherits the super's net flags.
FKismetUserD... GetUserDefinedMetaData ()  
bool IsOverride () Discernible from the base UK2Node_Event's bOverrideFunction field.
void RenameCustomEventCloseToName ( int32 StartIndex ) Rename this custom event to have unique name.
void SetDelegateSignature ( const UFunction* DelegateSigna... ) Updates the Signature of this event.

Overridden from UK2Node_Event

Type Name Description
bool IsUsedByAuthorityOnlyDelegate ()  

Overridden from UK2Node_EditablePinBase

Type Name Description
bool CanCreateUserDefinedPin ( const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., FText& OutErrorMessage ) Queries if a user defined pin of the passed type can be constructed on this node.
UEdGraphPin ... CreatePinFromUserDefinition ( const TSharedPtr< FUserPinInfo > Ne... ) Creates a new pin on the node from the specified user pin info.
bool IsEditable ()  
bool ModifyUserDefinedPinDefaultValue ( TSharedPtr< FUserPinInfo > PinInfo, const FString& NewDefaultValue ) Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin
bool ShouldUseConstRefParams () Should this node require 'const' for pass-by-reference parameters?

Overridden from UK2Node

Type Name Description
void FixupPinStringDataReferences ( FArchive* SavingArchive ) Fixes up structure/soft object ref pins, on both save and load
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

Overridden from UEdGraphNode

Type Name Description
void AddSearchMetaDataInfo ( TArray< struct FSearchTagDataPair >... ) Add's node data to the search metadata, override to collect more data that may be desirable to search for
void AutowireNewNode ( UEdGraphPin* FromPin ) Autowire a newly created node.
FEdGraphNode... GetDeprecationResponse ( EEdGraphNodeDeprecationType Depreca... ) Returns the response to use when reporting a deprecation.
FString GetDocumentationExcerptName () Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
FString GetDocumentationLink () Returns the link used for external documentation for the graph node
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
FText GetKeywords () Returns the keywords that should be used when searching for this node
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
bool HasDeprecatedReference () Returns true if this node references a deprecated type or member.
bool HasExternalDependencies ( TArray< class UStruct* >*... ) Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
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 ReconstructNode () Refresh the connectors on a node, preserving as many connections as it can.
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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