SSCSEditor::AddNewNode

Adds a new SCS Node to the component Table

Unreal Engine C++ API Reference > Editor > Kismet > SSCSEditor > AddNewNode

References

   
Module Kismet
Header /Engine/Source/Editor/Kismet/Public/SSCSEditor.h
Include #include "SSCSEditor.h"
Source /Engine/Source/Editor/Kismet/Private/SSCSEditor.cpp
void AddNewNode
(
    [FAddedNodeDetails](API\Editor\Kismet\SSCSEditor\FAddedNodeDetails) & OutNodeDetails,
    [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > OngoingCreateTransaction,
    [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * NewNode,
    [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset,
    bool bMarkBlueprintModified,
    bool bSetFocusToNewItem
)

Remarks

Adds a new SCS Node to the component Table

Parameters

Name Description
OutNodeDetails (Out) Struct to be populated by the tree node pointers of the new node and its parent
OngoingCreateTransaction (In) The transaction containing the creation of the node. The transaction will remain ongoing until the node gets its initial name from user.
NewNode (In) The SCS node to add
Asset (In) Optional asset to assign to the component
bMarkBlueprintModified (In) Whether or not to mark the Blueprint as structurally modified
bSetFocusToNewItem (In) Select the new item and activate the inline rename widget (default is true)

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library