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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CreateDelegate.h |
Include | #include "K2Node_CreateDelegate.h" |
Syntax
class UK2Node_CreateDelegate : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Variables
Constructors
Type | Name | Description |
---|---|---|
UK2Node_CreateDelegate ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UEdGraphPin ... | GetDelegateOutPin () | |
UFunction &#... | GetDelegateSignature () | |
FName | GetFunctionName () | |
UEdGraphPin ... | GetObjectInPin () | |
UClass * | GetScopeClass ( bool bDontUseSkeletalClassForSelf ) | |
void | HandleAnyChange ( bool bForceModify ) | |
void | HandleAnyChange ( UEdGraph*& OutGraph, UBlueprint*& OutBlueprint ) | Return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint. |
void | HandleAnyChangeWithoutNotifying () | |
bool | IsValid ( FString* OutMsg, bool bDontUseSkeletalClassForSelf ) | |
void | SetFunction ( FName Name ) | Set new Function name (Without notifying about the change) |
void | ValidationAfterFunctionsAreCreated ( FCompilerResultsLog& MessageLog, bool bFullCompile ) |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
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 | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
int32 | GetNodeRefreshPriority () | |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
void | PostReconstructNode () | Called at the end of ReconstructNode, allows node specific work to be performed |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | AddSearchMetaDataInfo ( TArray< struct FSearchTagDataPair >... ) | Add's node data to the search metadata, override to collect more data that may be desirable to search for |
void | AllocateDefaultPins () | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
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 | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
void | NodeConnectionListChanged () | Called when something external to this node has changed the connection list of any of the pins in the node |
void | PinConnectionListChanged ( UEdGraphPin* Pin ) | Called when the connection list of one of the pins of this node is changed in the editor |
void | PinTypeChanged ( UEdGraphPin* Pin ) | Called when one of the pins of this node has had its' pin type changed from an external source (like the SPinTypeSelector in the case of kismet) |