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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h |
Include | #include "K2Node_ConvertAsset.h" |
Syntax
class UK2Node_ConvertAsset : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Remarks
This node converts between hard and soft references, for both objects and classes. The name is historical from when they were called asset IDs
Functions
Type | Name | Description |
---|---|---|
UClass * | GetTargetClass () | Returns the class for the object being converted |
bool | IsClassType () | True if this is converting a class, false for object or unknown |
bool | IsConvertToSoft () | True if this is going from hard to soft, false for opposite or unknown |
void | RefreshPinTypes () |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
bool | DoesInputWildcardPinAcceptArray ( const UEdGraphPin* Pin ) | |
bool | DoesOutputWildcardPinAcceptContainer ( const UEdGraphPin* Pin ) | |
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 | ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) | Expands a node while compiling, which may add additional nodes or delete this node |
FText | GetCompactNodeTitle () | Return title if drawing this node in 'compact' mode |
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 | IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason ) | |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
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 |
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. |
FText | GetKeywords () | Returns the keywords that should be used when searching for this 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 |