UK2Node_VariableSetRef

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
Include #include "K2Node_VariableSetRef.h"

Syntax

class UK2Node_VariableSetRef : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_VariableSetRef ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CoerceTypeFromPin ( const UEdGraphPin* Pin ) Changes the type of variable set by this node, based on the specified pin
UEdGraphPin ... GetTargetPin () Returns the pin that specifies which by-ref variable to set
UEdGraphPin ... GetValuePin () Returns the pin that specifies the value to set

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
bool IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) Determine if the node of this type should be filtered in the actions menu
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 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)

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.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node

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