FEdGraphSchemaAction_K2AddComponent

Action to add an 'add component' node to the graph

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2_Actions.h
Include #include "EdGraphSchema_K2_Actions.h"

Syntax

struct FEdGraphSchemaAction_K2AddComponent : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)  

Remarks

Action to add an 'add component' node to the graph

Variables

Type Name Description
TObjectPtr< cla... ComponentAsset Option asset to assign to newly created component
TSubclassOf< cl... ComponentClass Class of component we want to add

Constructors

Type Name Description
  FEdGraphSchemaAction_K2AddComponent ()  
  FEdGraphSchemaAction_K2AddComponent ( FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping )  

Functions

Type Name Description
FName StaticGetTypeId () Simple type info.

Overridden from FEdGraphSchemaAction

Type Name Description
void AddReferencedObjects ( FReferenceCollector& Collector ) GC.
FName GetTypeId ()  
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.

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