UK2Node_Knot

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Include #include "K2Node_Knot.h"

Syntax

class UK2Node_Knot : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_Knot ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphNode... GetExecTerminal ()  
UEdGraphPin ... GetInputPin ()  
UEdGraphPin ... GetOutputPin ()  
void PropagatePinType ()  

Overridden from UK2Node

Type Name Description
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
int32 GetNodeRefreshPriority ()  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool IsNodeSafeToIgnore () Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
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

Overridden from UEdGraphNode

Type Name Description
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
bool CanSplitPin ( const UEdGraphPin* Pin ) Whether or not struct pins belonging to this node should be allowed to be split or not.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
UEdGraphPin ... GetPassThroughPin ( const UEdGraphPin* FromPin ) Return the matching "pass-through" pin for the given pin (if supported by this node)
FText GetPinNameOverride ( const UEdGraphPin& Pin ) Gets the overridden name for the specified pin, if any
FText GetTooltipText () Gets the tooltip to display when over the node
bool IsCompilerRelevant () Return false if the node and any expansion will isolate itself during compile
TSharedPtr< ... MakeNameValidator () Create a name validator for this node
void OnRenameNode ( const FString& NewName ) Called when this node is being renamed after a successful name validation
bool ShouldDrawNodeAsControlPointOnly ( int32& OutInputPinIndex, int32& OutOutputPinIndex ) Returns whether to draw this node as a control point only (knot/reroute node).
bool ShouldOverridePinNames () Whether or not this node should be given the chance to override pin names.

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