UK2Node_ExecutionSequence

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
Include #include "K2Node_ExecutionSequence.h"

Syntax

class UK2Node_ExecutionSequence :  
    public [UK2Node](API\Editor\BlueprintGraph\UK2Node),  
    public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)  

Constructors

Type Name Description
  UK2Node_ExecutionSequence ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool CanRemoveExecutionPin () Whether an execution pin can be removed from the node or not
UEdGraphPin ... GetThenPinGivenIndex ( int32 Index )  
FName GetUniquePinName () Gets a unique pin name, the next in the sequence
void InsertPinIntoExecutionNode ( UEdGraphPin* PinToInsertBefore, EPinInsertPosition Position ) Inserts a new execution pin, before the specified execution pin, into an execution node
void RemovePinFromExecutionNode ( UEdGraphPin* TargetPin ) Removes the specified execution pin from an execution node

Overridden from UK2Node

Type Name Description
bool CanEverInsertExecutionPin () Return whether the node's execution pins should support the insert execution pin action
bool CanEverRemoveExecutionPin () Return whether the node's execution pins should support the remove execution pin action
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
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)

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.
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
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

Overridden from IK2Node_AddPinInterface

Type Name Description
void AddInputPin () Add an additional input pin to this node

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