UK2Node_FunctionResult

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.h
Include #include "K2Node_FunctionResult.h"

Syntax

class UK2Node_FunctionResult : public [UK2Node_FunctionTerminator](API\Editor\BlueprintGraph\UK2Node_FunctionTerminator)  

Constructors

Type Name Description
  UK2Node_FunctionResult ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
TArray< UK2N... GetAllResultNodes ()  
void MakePinsEditable ()  
void SyncWithEntryNode ()  
void SyncWithPrimaryResultNode ()  

Overridden from UK2Node_FunctionTerminator

Type Name Description
void PromoteFromInterfaceOverride ( bool bIsPrimaryTerminator ) Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions

Overridden from UK2Node_EditablePinBase

Type Name Description
bool CanCreateUserDefinedPin ( const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., FText& OutErrorMessage ) Queries if a user defined pin of the passed type can be constructed on this node.
UEdGraphPin ... CreatePinFromUserDefinition ( const TSharedPtr< FUserPinInfo > Ne... ) Creates a new pin on the node from the specified user pin info.

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
bool DrawNodeAsExit () Return whether to draw this node as an entry
void FixupPinStringDataReferences ( FArchive* SavingArchive ) Fixes up structure/soft object ref pins, on both save and load
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

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 CanUserDeleteNode () Whether or not this node can be deleted by user action
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
bool IsCompatibleWithGraph ( UEdGraph const* Graph ) Determine if a node of this type can be created for the specified graph.
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

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