FKismetCompilerUtilities::GenerateAssignmentNodes

Create 'set var by name' nodes and hook them up - used to set values when components are added or actor are created at run time.

Unreal Engine C++ API Reference > Editor > KismetCompiler > FKismetCompilerUtilities

References

   
Module KismetCompiler
Header /Engine/Source/Editor/KismetCompiler/Public/KismetCompilerMisc.h
Include #include "KismetCompilerMisc.h"
Source /Engine/Source/Editor/KismetCompiler/Private/KismetCompilerMisc.cpp
static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GenerateAssignmentNodes
(
    class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext,
    [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph,
    [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * CallBeginSpawnNode,
    [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SpawnNode,
    [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CallBeginResult,
    const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ForClass
)

Remarks

Create 'set var by name' nodes and hook them up - used to set values when components are added or actor are created at run time. Returns the 'last then' pin of the assignment nodes


Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library