UK2Node_MacroInstance

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Include #include "K2Node_MacroInstance.h"

Syntax

class UK2Node_MacroInstance : public [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel)  

Variables

Type Name Description
bool bReconstructNode Whether we need to reconstruct the node after the pins have changed
FEdGraphPinType ResolvedWildcardType Stored type info for what type the wildcard pins in this macro should become.

Constructors

Type Name Description
  UK2Node_MacroInstance ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void FindInContentBrowser ( TWeakObjectPtr< UK2Node_MacroInstan... )  
FKismetUserD... GetAssociatedGraphMetadata ( const UEdGraph* AssociatedMacr... ) Finds the associated metadata for the macro instance if there is any; this function is not particularly fast.
UEdGraph ... GetMacroGraph ()  
UBlueprint &... GetSourceBlueprint ()  
void SetMacroGraph ( UEdGraph* Graph )  

Overridden from UK2Node_Tunnel

Type Name Description
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.

Overridden from UK2Node

Type Name Description
bool DrawNodeAsEntry () Return whether to draw this node as an entry
bool DrawNodeAsExit () Return whether to draw this node as an entry
FText GetCompactNodeTitle () Return title if drawing this node in 'compact' mode
FName GetCornerIcon ()  
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
int32 GetNodeRefreshPriority ()  
FBlueprintNo... GetSignature () Retrieves a unique identifier for this node type.
bool IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) Determine if the node of this type should be filtered in the actions menu
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
bool ShouldDrawCompact () Should draw compact

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.
bool CanPasteHere ( const UEdGraph* TargetGraph ) Determine if this node can live in the specified graph
bool CanUserDeleteNode () Whether or not this node can be deleted by user action
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 )  
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 GetKeywords () Returns the keywords that should be used when searching for this node
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
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FText GetTooltipText () Gets the tooltip to display when over the node
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).
void NodeConnectionListChanged () Called when something external to this node has changed the connection list of any of the pins in the node
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

Overridden from UObject

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

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