UK2Node_CreateDelegate

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h
Include #include "K2Node_CreateDelegate.h"

Syntax

class UK2Node_CreateDelegate : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Variables

Type Name Description
FGuid SelectedFunctionGuid  
FName SelectedFunctionName  

Constructors

Type Name Description
  UK2Node_CreateDelegate ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphPin ... GetDelegateOutPin ()  
UFunction &#... GetDelegateSignature ()  
FName GetFunctionName ()  
UEdGraphPin ... GetObjectInPin ()  
UClass * GetScopeClass ( bool bDontUseSkeletalClassForSelf )  
void HandleAnyChange ( bool bForceModify )  
void HandleAnyChange ( UEdGraph*& OutGraph, UBlueprint*& OutBlueprint ) Return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint.
void HandleAnyChangeWithoutNotifying ()  
bool IsValid ( FString* OutMsg, bool bDontUseSkeletalClassForSelf )  
void SetFunction ( FName Name ) Set new Function name (Without notifying about the change)
void ValidationAfterFunctionsAreCreated ( FCompilerResultsLog& MessageLog, bool bFullCompile )  

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
ERedirectTyp... DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) Whether or not two pins match for purposes of reconnection after reconstruction.
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed

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 AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
UObject *... GetJumpTargetForDoubleClick () Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
void NodeConnectionListChanged () Called when something external to this node has changed the connection list of any of the pins in the node
void PinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor
void PinTypeChanged ( UEdGraphPin* Pin ) Called when one of the pins of this node has had its' pin type changed from an external source (like the SPinTypeSelector in the case of kismet)

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