UK2Node_CallArrayFunction

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallArrayFunction.h
Include #include "K2Node_CallArrayFunction.h"

Syntax

class UK2Node_CallArrayFunction : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)  

Constructors

Type Name Description
  UK2Node_CallArrayFunction ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void GetArrayPins ( TArray< FArrayPropertyPinCombo >& ... ) Retrieves the array pins and their property pins as a combo-struct
void GetArrayTypeDependentPins ( TArray< UEdGraphPin* >& OutPi... ) Gather all pins on this node that are dependent on the array type, including the Array target pin.
UEdGraphPin ... GetTargetArrayPin () Retrieves the target pin for the function
bool IsWildcardProperty ( UFunction* InArrayFunction, const FProperty* InProperty ) Checks if the passed in property is a wildcard property
void PropagateArrayTypeInfo ( const UEdGraphPin* SourcePin )  

Overridden from UK2Node

Type Name Description
void ConvertDeprecatedNode ( UEdGraph* Graph, bool bOnlySafeChanges ) Performs a node-specific deprecation fixup, which may delete this node and replace it with another one
bool DoesInputWildcardPinAcceptArray ( const UEdGraphPin* Pin )  
bool DoesOutputWildcardPinAcceptContainer ( const UEdGraphPin* Pin )  
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.

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