FDecoratorSchemaAction_NewNode

Action to add a node to the graph

Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor

Inheritance Hierarchy

References

   
Module BehaviorTreeEditor
Header /Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Include #include "EdGraphSchema_BehaviorTreeDecorator.h"

Syntax

struct FDecoratorSchemaAction_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
  FDecoratorSchemaAction_NewNode ()  
  FDecoratorSchemaAction_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.

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