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Unreal Engine C++ API Reference > Editor > AIGraph
Inheritance Hierarchy
References
Module | AIGraph |
Header | /Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h |
Include | #include "AIGraphSchema.h" |
Syntax
struct FAISchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
Remarks
Action to add a node to the graph
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< cla... | NodeTemplate | Template of node we want to create |
Constructors
Type | Name | Description |
---|---|---|
FAISchemaAction_NewNode () | ||
FAISchemaAction_NewNode ( FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping ) |
Functions
Type | Name | Description |
---|---|---|
NodeType ... | SpawnNodeFromTemplate ( UEdGraph* ParentGraph, NodeType* InTemplateNode, const FVector2D Location ) |
Overridden from FEdGraphSchemaAction
Type | Name | Description |
---|---|---|
void | AddReferencedObjects ( FReferenceCollector& Collector ) | GC. |
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. |