UK2Node_GetDataTableRow

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h
Include #include "K2Node_GetDataTableRow.h"

Syntax

class UK2Node_GetDataTableRow : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_GetDataTableRow ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphPin ... GetDataTablePin ( const TArray< UEdGraphPin* >&... ) Get the Data Table input pin
UScriptStruc... GetDataTableRowStructType () Get the type of the TableRow to return
UEdGraphPin ... GetResultPin () Get the result output pin
UScriptStruc... GetReturnTypeForStruct () Get the return type of our struct
UEdGraphPin ... GetRowNamePin () Get the spawn transform input pin
UEdGraphPin ... GetRowNotFoundPin () Get the exec output pin for when the row was not found
UEdGraphPin ... GetThenPin () Get the then output pin
void OnDataTableRowListChanged ( const UDataTable* DataTable )  

Overridden from UK2Node

Type Name Description
void EarlyValidation ( FCompilerResultsLog& MessageLog ) This function if used for nodes that needs CDO for validation (Called before expansion)
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
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 NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed
void PreloadRequiredAssets () Called before compilation begins, giving a blueprint time to force the linker to load data
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
FText GetTooltipText () Gets the tooltip to display when over the node
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor

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