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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h |
Include | #include "K2Node_GetClassDefaults.h" |
Syntax
class UK2Node_GetClassDefaults : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_GetClassDefaults ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | CreateOutputPins ( UClass* InClass ) | Creates the full set of output pins (properties) from the given input class. |
UEdGraphPin ... | FindClassPin ( const TArray< UEdGraphPin* >&... ) | Finds and returns the class input pin. |
UEdGraphPin ... | FindClassPin () | Finds and returns the class input pin from the current set of pins. |
UClass * | GetInputClass () | Retrieves the current input class type. |
UClass * | GetInputClass ( const UEdGraphPin* FromPin ) | Determines the input class type from the given pin. |
void | OnBlueprintClassModified ( UBlueprint* TargetBlueprint ) | |
void | OnClassPinChanged () | Will be called whenever the class pin selector changes its value. |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
void | ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) | Expands a node while compiling, which may add additional nodes or delete this 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 |
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) |
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. |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
bool | HasExternalDependencies ( TArray< class UStruct* >*... ) | Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). |
void | PinConnectionListChanged ( UEdGraphPin* Pin ) | Called when the connection list of one of the pins of this node is changed in the editor |
void | PinDefaultValueChanged ( UEdGraphPin* Pin ) | Called when the DefaultValue of one of the pins of this node is changed 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. |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | PostLoad () | Do any object-specific cleanup required immediately after loading an object. |
void | PreEditChange ( FProperty* PropertyAboutToChan... ) | This is called when a property is about to be modified externally |
Constants
Name | Description |
---|---|
ClassPinName | Class pin name |