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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h |
Include | #include "K2Node_VariableGet.h" |
Syntax
class UK2Node_VariableGet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_VariableGet ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
FText | GetBlueprintVarTooltip ( FBPVariableDescription const& VarD... ) | |
FText | GetPropertyTooltip ( FProperty const* VariablePrope... ) | |
void | SetPurity ( bool bNewPurity ) | Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins). |
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 |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
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) |
bool | ShouldShowNodeProperties () | Return whether the node's properties display in the blueprint details panel |
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. |
void | GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets a list of actions that can be done to this particular 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 | IncludeParentNodeContextMenu () | Does the node context menu inherit parent class's menu |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |