UK2Node_Tunnel

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h
Include #include "K2Node_Tunnel.h"

Syntax

class UK2Node_Tunnel : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)  

Variables

Type Name Description
uint32: 1 bCanHaveInputs Whether this node is allowed to have inputs.
uint32: 1 bCanHaveOutputs Whether this node is allowed to have outputs.
TObjectPtr< UK2... InputSinkNode The input pins of this tunnel go to the output pins of InputSinkNode.
FKismetUserDecl... MetaData The metadata for the function/subgraph associated with this tunnel node; it's only editable and used on the tunnel entry node inside the subgraph or macro.
TObjectPtr< UK2... OutputSourceNode The output pins of this tunnel node came from the input pins of OutputSourceNode.
TArray< UEdGrap... WildcardPins Cache of the pins that were created as wildcards.

Constructors

Type Name Description
  UK2Node_Tunnel ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CacheWildcardPins () Utility function that subclasses must call after allocating their default pins.
UK2Node_Tunn... GetInputSink () The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL).
UK2Node_Tunn... GetOutputSource () The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL).
bool IsCompatibleWithGraph ( const UEdGraph* InGraph )  
void PostFixupAllWildcardPins ( bool bInAllWildcardPinsUnlinked ) Handles any work needed to be done after fixing up all wildcard pins during reconstruction

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.
bool CanModifyExecutionWires () Can this node have execution wires added or removed?
bool CanUseRefParams () Can this node have pass-by-reference parameters?
UEdGraphPin ... CreatePinFromUserDefinition ( const TSharedPtr< FUserPinInfo > Ne... ) Creates a new pin on the node from the specified user pin info.
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

Overridden from UK2Node

Type Name Description
void ClearCachedBlueprintData ( UBlueprint* Blueprint ) Clears out any cached data that needs to be regenerated after a structural blueprint change
bool DrawNodeAsEntry () Return whether to draw this node as an entry
bool DrawNodeAsExit () Return whether to draw this node as an entry
void FixupPinStringDataReferences ( FArchive* SavingArchive ) Fixes up structure/soft object ref pins, on both save and load
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).
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
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)
ERenamePinRe... RenameUserDefinedPinImpl ( const FName OldName, const FName NewName, bool bTest ) Implementation function that renames an existing pin on the node. Does not broadcast notifications.

Overridden from UEdGraphNode

Type Name Description
bool CanDuplicateNode () Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
bool CanUserDeleteNode () Whether or not this node can be deleted by user action
FName CreateUniquePinName ( FName SourcePinName ) Generate a unique pin name, trying to stick close to a passed in name
void DestroyNode () Destroy the specified node
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
FText GetTooltipText () Gets the tooltip to display when over the node
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

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