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Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintNodeSpawner > SpawnNode
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h |
Include | #include "BlueprintNodeSpawner.h" |
template<class NodeType> NodeType * SpawnNode ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate ) const
Remarks
Protected SpawnNode() that let's sub-classes specify their own post-spawn delegate and node class. Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.
Parameters
Name | Description |
---|---|
NodeClass | The type of node you want spawned. |
ParentGraph | The graph you want the node spawned into. |
Bindings | The bindings to apply to the node (post spawn). |
Location | Where you want the new node positioned in the graph. |
PostSpawnDelegate | A delegate to run after spawning the node, but prior to allocating the node's pins. |