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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h |
Include | #include "BlueprintVariableNodeSpawner.h" |
Syntax
class UBlueprintVariableNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)
Remarks
Takes care of spawning variable getter/setter nodes. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved from FEdGraphSchemaAction_K2Var, and can spawn nodes for both member-variables and local function variables.
Constructors
Type | Name | Description |
---|---|---|
UBlueprintVariableNodeSpawner ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UBlueprintVa... | CreateFromLocal ( TSubclassOf< UK2Node_Variable > Nod..., UEdGraph* VarContext, FBPVariableDescription const& VarD..., FProperty* VarProperty, UObject* Outer ) | Creates a new UBlueprintVariableNodeSpawner, charged with spawning a local-variable node (for a variable that belongs to a specific graph). |
UBlueprintVa... | CreateFromMemberOrParam ( TSubclassOf< UK2Node_Variable > Nod..., FProperty const* VarProperty, UEdGraph* VarContext, UClass* OwnerClass ) | Creates a new UBlueprintVariableNodeSpawner, charged with spawning a member-variable node (for a variable that has an associated FProperty) |
FFieldVarian... | GetVarOuter () | If this is a local variable, then this will return the UEdGraph that it belongs to, otherwise it pulls the outer from the wrapped member-variable property. |
FProperty co... | GetVarProperty () | Accessor to the variable's property. |
FEdGraphPinT... | GetVarType () | Utility function for easily accessing the variable's type (needs to pull the information differently if it is a local variable as opposed to a member variable with a FProperty). |
bool | IsLocalVariable () | Since this spawner can wrap both local and member variables, we use this method to discern between the two. |
bool | IsUserLocalVariable () |
Overridden from UBlueprintNodeSpawner
Type | Name | Description |
---|---|---|
FBlueprintNo... | GetSpawnerSignature () | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. |
FBlueprintAc... | GetUiSpec ( FBlueprintActionContext const& Con..., FBindingSet const& Bindings ) | Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. |
UEdGraphNode... | Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) | Takes care of spawning a node for the specified graph. |
void | Prime () | Not required, but intended to passively help speed up menu building operations. |