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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2_Actions.h |
Include | #include "EdGraphSchema_K2_Actions.h" |
Syntax
struct FEdGraphSchemaAction_K2NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
Remarks
Action to add a node to the graph
Variables
Type | Name | Description |
---|---|---|
bool | bGotoNode | |
TObjectPtr< cla... | NodeTemplate | Template of node we want to create |
Constructors
Type | Name | Description |
---|---|---|
FEdGraphSchemaAction_K2NewNode () | ||
FEdGraphSchemaAction_K2NewNode ( FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping, FText InKeywords ) |
Functions
Type | Name | Description |
---|---|---|
UEdGraphNode... | CreateNode ( UEdGraph* ParentGraph, TArrayView< UEdGraphPin* > Fro..., const FVector2D Location, UK2Node* NodeTemplate, EK2NewNodeFlags Options ) | |
UEdGraphNode... | CreateNode ( UEdGraph* ParentGraph, TArrayView< UEdGraphPin* > Fro..., const FVector2D Location, TFunctionRef< UK2Node*(UEdGrap..., TFunctionRef< void(UK2Node*)> ..., EK2NewNodeFlags Options ) | |
NodeType ... | SpawnNode ( UEdGraph* ParentGraph, const FVector2D Location, EK2NewNodeFlags Options ) | |
NodeType ... | SpawnNode ( UEdGraph* ParentGraph, const FVector2D Location, EK2NewNodeFlags Options, TFunctionRef< void(NodeType*)>... ) | |
NodeType ... | SpawnNodeFromTemplate ( UEdGraph* ParentGraph, NodeType* InTemplateNode, const FVector2D Location, bool bSelectNewNode ) | |
FName | StaticGetTypeId () | Simple type info. |
Overridden from FEdGraphSchemaAction
Type | Name | Description |
---|---|---|
void | AddReferencedObjects ( FReferenceCollector& Collector ) | GC. |
FName | GetTypeId () | |
UEdGraphNode... | PerformAction ( UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode ) | Execute this action, given the graph and schema, and possibly a pin that we were dragged from. |
UEdGraphNode... | PerformAction ( UEdGraph* ParentGraph, TArray< UEdGraphPin* >& FromP..., const FVector2D Location, bool bSelectNewNode ) | Execute this action, given the graph and schema, and possibly a pin that we were dragged from. |