FSCSEditorTreeNode

[FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode)

Unreal Engine C++ API Reference > Editor > Kismet

Inheritance Hierarchy

References

   
Module Kismet
Header /Engine/Source/Editor/Kismet/Public/SSCSEditor.h
Include #include "SSCSEditor.h"

Syntax

class FSCSEditorTreeNode : public [TSharedFromThis< FSCSEditorTreeNode >](API\Runtime\Core\Templates\TSharedFromThis)  

Remarks

FSCSEditorTreeNode

Wrapper class for nodes displayed in the SCS (Simple Construction Script) editor tree widget.

Variables

Type Name Description
TUniquePtr< FSc... OngoingCreateTransaction Scope the creation of a node which ends when the initial 'name' is given/accepted by the user, which can be several frames after the node was actually created.

Constructors

Type Name Description
  FSCSEditorTreeNode ( FSCSEditorTreeNode::ENodeType InNod... ) Constructs an empty tree node.

Destructors

Type Name Description
  ~FSCSEditorTreeNode () Destructor.

Functions

Type Name Description
FSCSEditorTr... AddChild ( USCS_Node* InSCSNode, bool bIsInheritedSCS ) Adds a child node for the given SCS node.
void AddChild ( FSCSEditorTreeNodePtrType InChildNo... ) Adds the given node as a child node.
FSCSEditorTr... AddChildFromComponent ( UActorComponent* InComponentTe... ) Adds a child node for the given component template.
void ApplyFilteredStateToParent () Used to update the EFilteredState::ChildMatches flag for parent nodes, when this item's filtration state has changed
bool CanDelete ()  
bool CanEdit ()  
bool CanRename ()  
bool CanReparent ()  
void CloseOngoingCreateTransaction () Ends the 'Create + enter initial name' transaction of this node.
FSCSEditorTr... FactoryNodeFromComponent ( UActorComponent* InComponent ) Creates the correct type of node based on the component (instanced or not, etc...)
FSCSEditorTr... FindChild ( const USCS_Node* InSCSNode, bool bRecursiveSearch, uint32* OutDepth ) Attempts to find a reference to the child node that matches the given SCS node.
FSCSEditorTr... FindChild ( const UActorComponent* InCompo..., bool bRecursiveSearch, uint32* OutDepth ) Attempts to find a reference to the child node that matches the given component template.
FSCSEditorTr... FindChild ( const FName& InVariableOrInstanceN..., bool bRecursiveSearch, uint32* OutDepth ) Attempts to find a reference to the child node that matches the given component variable or instance name.
FSCSEditorTr... FindClosestParent ( TArray< FSCSEditorTreeNodePtrType >... ) Finds the closest ancestor node in the given node set.
UActorCompon... FindComponentInstanceInActor ( const AActor* InActor ) Finds the component instance represented by this node contained within a given Actor instance.
USCS_Node &#... FindSCSNodeForInstance ( const UActorComponent* Instanc..., UClass* ClassToSearch ) Tries to find a SCS node that was likely responsible for creating the specified instance component. Note: This is not always possible to do!
FSCSEditorAc... GetActorRootNode ()  
UBlueprint &... GetBlueprint ()  
FSCSEditorCh... GetChildActorNode () Returns the associated child actor node if applicable to this node type.
const TArray... GetChildren ()  
UActorCompon... GetComponentTemplate ( bool bEvenIfPendingKill ) Deliberately non-virtual, for performance reasons.
FText GetDisplayName ()  
FString GetDisplayString ()  
T * GetEditableObjectForBlueprint ( UBlueprint* InBlueprint ) May not be the same as the value returned by GetObject().
T * GetMutableObject () Provides derived classes with non-const access to the object represented by this node (e.g. for rename operations, etc.). This should not be made public.
FName GetNodeID ()  
ENodeType GetNodeType ()  
const T *... GetObject ( bool bEvenIfPendingKill ) Deliberately non-virtual, for performance reasons.
UActorCompon... GetOrCreateEditableComponentTemplate ( UBlueprint* ActualEditedBluepr... ) Derived classes should override GetOrCreateEditableObjectForBlueprint().
UObject *... GetOrCreateEditableObjectForBlueprint ( UBlueprint* InBlueprint ) Derived classes can override to create and/or return a reference to an alternate editable object.
FSCSEditorTr... GetParent ()  
USCS_Node &#... GetSCSNode ()  
FName GetVariableName ()  
bool IsActorNode ()  
bool IsAttachedTo ( FSCSEditorTreeNodePtrType InNodePtr )  
bool IsBlueprintComponent ()  
bool IsComponentNode ()  
bool IsDefaultSceneRoot ()  
bool IsDirectlyAttachedTo ( FSCSEditorTreeNodePtrType InNodePtr )  
bool IsFlaggedForFiltration () Query that determines if this item should be filtered out or not
bool IsInheritedComponent ()  
bool IsInheritedSCSNode ()  
bool IsInstanced ()  
bool IsInstancedActor ()  
bool IsInstancedComponent ()  
bool IsNativeComponent ()  
bool IsRootComponent ()  
bool IsSceneComponent ()  
bool IsUserInstancedComponent ()  
bool MatchesFilterType ( const UClass* InFilterType ) Returns whether the node will match the given type (for filtering)
void OnCompleteRename ( const FText& InNewName ) Renames the object or variable represented by this node
void OnRequestRename ( TUniquePtr< FScopedTransaction > On... ) Requests a rename on the node.
void RefreshCachedChildFilterState ( bool bUpdateParent ) Updates the EFilteredState::ChildMatches flag, based off of children's current state
bool RefreshFilteredState ( const UClass* InFilterType, const TArray< FString >& InFilterT..., bool bRecursive ) Refreshes this item's filtration state. Set bRecursive to 'true' to refresh any child nodes as well
void RemoveChild ( FSCSEditorTreeNodePtrType InChildNo... ) Removes the given node from the list of child nodes.
void RemoveMeAsChild () Called when this node is being removed via a RemoveChild call.
void SetActorRootNode ( FSCSEditorActorNodePtrType InActorN... ) Sets the actor root to the given node for this node along with any children.
void SetCachedFilterState ( bool bMatchesFilter, bool bUpdateParent ) Sets this item's filtration state.
void SetObject ( UObject* InObject ) Sets the internal object instance represented by this node.
void SetRenameRequestedDelegate ( FOnRenameRequested InRenameRequeste... ) Sets up the delegate for a rename operation

Enums

Type Name Description
Private enum EFilteredState  
Public enum ENodeType  

Typedefs

Name Description
FOnRenameRequested Delegate for when the context menu requests a rename

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library