Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BreakStruct.h |
Include | #include "K2Node_BreakStruct.h" |
Syntax
class UK2Node_BreakStruct : public [UK2Node_StructMemberGet](API\Editor\BlueprintGraph\UK2Node_StructMemberGet)
Variables
Type | Name | Description |
---|---|---|
bool | bMadeAfterOverridePinRemoval | Helper property to handle upgrades from an old system of displaying pins for the override values that properties referenced as a conditional of being set in a struct |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_BreakStruct ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
bool | CanBeBroken ( const UScriptStruct* Struct, bool bForInternalUse ) | Returns false if: |
bool | CanBeSplit ( const UScriptStruct* Struct ) | Can this struct be used as a split pin |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ConvertDeprecatedNode ( UEdGraph* Graph, bool bOnlySafeChanges ) | Performs a node-specific deprecation fixup, which may delete this node and replace it with another one |
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
ERedirectTyp... | DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) | Whether or not two pins match for purposes of reconnection after reconstruction. |
bool | DrawNodeAsVariable () | Return whether to draw this node as a small variable node |
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
bool | NodeCausesStructuralBlueprintChange () | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint |
void | PreloadRequiredAssets () | Called before compilation begins, giving a blueprint time to force the linker to load data |
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. |
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
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. |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PreSave ( FObjectPreSaveContext SaveContext ) | Presave function. |
void | Serialize ( FArchive& Ar ) | Handles reading, writing, and reference collecting using FArchive. |