UK2Node_CallFunction

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallFunction.h
Include #include "K2Node_CallFunction.h"

Syntax

class UK2Node_CallFunction : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Variables

Type Name Description
uint32: 1 bIsBeadFunction Indicates that this is a 'bead' function with no fixed location; it is drawn between the nodes that it is wired to
uint32: 1 bIsConstFunc Indicates that this is a call to a const function
uint32: 1 bIsFinalFunction Indicates that this is a call to a final / superclass's function
uint32: 1 bIsInterfaceCall Indicates that this is a call to an interface function
uint32: 1 bIsPureFunc Indicates that this is a call to a pure function
uint32: 1 bWantsEnumToExecExpansion Indicates that during compile we want to create multiple exec pins from an enum param
FNodeTextCache CachedTooltip Constructing FText strings can be costly, so we cache the node's tooltip
FMemberReferenc... FunctionReference The function to call

Constructors

Type Name Description
  UK2Node_CallFunction ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CallForEachElementInArrayExpansion ( UK2Node* Node, UEdGraphPin* MultiSelf, FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph )  
bool CanEditorOnlyFunctionBeCalled ( const UFunction* InFunction, const UObject* InObject ) Checks if the input function can be called in the input object with respect to editor-only/runtime mismatch
bool CanFunctionSupportMultipleTargets ( UFunction const* InFunction ) Used to determine the result of AllowMultipleSelfs() (without having a node instance)
void CreateExecPinsForFunctionCall ( const UFunction* Function ) Create exec pins for this function. May be multiple is using 'expand enum as execs'
bool CreatePinsForFunctionCall ( const UFunction* Function ) Creates all of the pins required to call a particular UFunction.
UEdGraphPin ... CreateSelfPin ( const UFunction* Function ) Creates a self pin for the graph, taking into account the scope of the function call
void FixupSelfMemberContext () Helper function to ensure function is called in our context
void GeneratePinTooltipFromFunction ( UEdGraphPin& Pin, const UFunction* Function ) Set up a pins tooltip from a function's tooltip
FString GetCompactNodeTitle ( const UFunction* Function ) Get the compact name for this function
FText GetDefaultCategoryForFunction ( const UFunction* Function, const FText& BaseCategory ) Get default category for this function in action menu
FString GetDefaultTooltipForFunction ( const UFunction* Function ) Gets the non-specific tooltip for the function
void GetExpandEnumPinNames ( const UFunction* Function, TArray< FName >& EnumNamesToCheck )  
FText GetFunctionContextString () Get the text to use to explain the context for this function (used on node title)
UEdGraph ... GetFunctionGraph ( const UEdGraphNode*& OutGraphN... ) Returns the graph for this function, if available.
FName GetFunctionName () Gets the name of the referenced function
FText GetKeywordsForFunction ( const UFunction* Function ) Get keywords for this function in the action menu
FSlateIcon GetPaletteIconForFunction ( UFunction const* Function, FLinearColor& OutColor )  
TSet< FName ... GetRequiredParamNames ( const UFunction* ForFunction ) Helper function for searching a UFunction for the names of requires pins/params:
UEdGraphPin ... GetReturnValuePin () Get the return value pin
UFunction &#... GetTargetFunction () Returns the UFunction that this class is pointing to
UFunction &#... GetTargetFunctionFromSkeletonClass () Helper function to find UFunction entries from the skeleton class, use with caution..
UEdGraphPin ... GetThenPin () Get the then output pin
FText GetUserFacingFunctionName ( const UFunction* Function ) Gets the user-facing name for the function
UEdGraphPin ... InnerHandleAutoCreateRef ( UK2Node* Node, UEdGraphPin* Pin, FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph, bool bForceAssignment )  
void InvalidatePinTooltips () Invalidates current pin tool tips, so that they will be refreshed before being displayed:
bool IsLatentFunction ()  
bool IsStructureWildcardProperty ( const UFunction* InFunction, const FName PropertyName ) Checks if the property is marked as "CustomStructureParam"
bool IsWildcardProperty ( const UFunction* InFunction, const FProperty* InProperty ) Returns true if InProperty should be treated as a wildcard (e.g. due to SetParam markup)
void PostParameterPinCreated ( UEdGraphPin* Pin )  
void SetFromFunction ( const UFunction* Function ) Set properties of this node from a supplied function (does not save ref to function)
bool ShouldDrawCompact ( const UFunction* Function ) Should be drawn compact for this function
void SuppressDeprecationWarning () Adds this function to the suppressed deprecation warnings list for this project
void ValidateRequiredPins ( const UFunction* Function, FCompilerResultsLog& MessageLog ) Routine for validating that all UPARAM(Required) parmas have a connection:

Overridden from UK2Node

Type Name Description
bool AllowMultipleSelfs ( bool bInputAsArray )  
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
FText GetCompactNodeTitle () Return title if drawing this node in 'compact' mode
FName GetCornerIcon ()  
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
void GetRedirectPinNames ( const UEdGraphPin& Pin, TArray< FString >& RedirectPinName... ) Determines what the possible redirect pin names are
FText GetToolTipHeading ()  
bool IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) Determine if the node of this type should be filtered in the actions menu
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
void NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed
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)
bool ShouldDrawAsBead () Should draw as a bead with no location of it's own
bool ShouldDrawCompact () Should draw compact
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

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.
bool CanJumpToDefinition () Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
bool CanPasteHere ( const UEdGraph* TargetGraph ) Determine if this node can live in the specified graph
bool CanSplitPin ( const UEdGraphPin* Pin ) Whether or not struct pins belonging to this node should be allowed to be split or not.
TSharedPtr< ... CreateNodeImage () Create the background image for the widget representing this node
FEdGraphNode... GetDeprecationResponse ( EEdGraphNodeDeprecationType Depreca... ) Returns the response to use when reporting a deprecation.
FString GetDescriptiveCompiledName () Tries to come up with a descriptive name for the compiled output
FString GetDocumentationExcerptName () Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
FString GetDocumentationLink () Returns the link used for external documentation for the graph node
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
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)
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
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
void GetPinHoverText ( const UEdGraphPin& Pin, FString& HoverTextOut ) Fetch the hover text for a pin when the graph is being edited.
FString GetPinMetaData ( FName InPinName, FName InKey ) Return the requested metadata for the pin if there is any
FText GetTooltipText () Gets the tooltip to display when over the node
bool HasDeprecatedReference () Returns true if this node references a deprecated type or member.
bool HasExternalDependencies ( TArray< class UStruct* >*... ) Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
void JumpToDefinition () Jump to the definition of this node (should only be called if CanJumpToDefinition() return true)
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void PostDuplicate ( bool bDuplicateForPIE ) Called after duplication & serialization and before PostLoad.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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