UBlueprintBoundNodeSpawner::Invoke

Takes care of spawning a node for the specified graph.

Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintBoundNodeSpawner

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h
Include #include "BlueprintBoundNodeSpawner.h"
Source /Engine/Source/Editor/BlueprintGraph/Private/BlueprintBoundNodeSpawner.cpp
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke
(
    [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph,
    [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings,
    FVector2D const Location
) const

Remarks

Takes care of spawning a node for the specified graph. Looks to see if the supplied graph is transient, and if so, spawns a NOT fully formed node (intended for template use).

This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use. Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.

Parameters

Name Description
ParentGraph The graph you want the node spawned into.
Bindings  
Location Where you want the new node positioned in the graph.

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