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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h |
Include | #include "K2Node_Knot.h" |
Syntax
class UK2Node_Knot : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_Knot ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UEdGraphNode... | GetExecTerminal () | |
UEdGraphPin ... | GetInputPin () | |
UEdGraphPin ... | GetOutputPin () | |
void | PropagatePinType () |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
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(). |
int32 | GetNodeRefreshPriority () | |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
bool | IsNodeSafeToIgnore () | Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). |
void | NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) | Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared |
void | PostReconstructNode () | Called at the end of ReconstructNode, allows node specific work to be performed |
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 | CanSplitPin ( const UEdGraphPin* Pin ) | Whether or not struct pins belonging to this node should be allowed to be split or not. |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
UEdGraphPin ... | GetPassThroughPin ( const UEdGraphPin* FromPin ) | Return the matching "pass-through" pin for the given pin (if supported by this node) |
FText | GetPinNameOverride ( const UEdGraphPin& Pin ) | Gets the overridden name for the specified pin, if any |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
bool | IsCompilerRelevant () | Return false if the node and any expansion will isolate itself during compile |
TSharedPtr< ... | MakeNameValidator () | Create a name validator for this node |
void | OnRenameNode ( const FString& NewName ) | Called when this node is being renamed after a successful name validation |
bool | ShouldDrawNodeAsControlPointOnly ( int32& OutInputPinIndex, int32& OutOutputPinIndex ) | Returns whether to draw this node as a control point only (knot/reroute node). |
bool | ShouldOverridePinNames () | Whether or not this node should be given the chance to override pin names. |