Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h |
Include | #include "BlueprintFunctionNodeSpawner.h" |
Syntax
class UBlueprintFunctionNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)
Remarks
Takes care of spawning various UK2Node_CallFunction nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.
Constructors
Type | Name | Description |
---|---|---|
UBlueprintFunctionNodeSpawner ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UBlueprintFu... | Create ( UFunction const*const Function, UObject* Outer ) | Creates a new UBlueprintFunctionNodeSpawner for the specified function. |
UBlueprintFu... | Create ( TSubclassOf< UK2Node_CallFunction >..., UFunction const*const Function, UObject* Outer ) | Creates a new UBlueprintFunctionNodeSpawner for the specified function. |
UFunction co... | GetFunction () | Retrieves the function that this assigns to spawned nodes (defines the node's signature). |
Overridden from UBlueprintNodeSpawner
Type | Name | Description |
---|---|---|
FBlueprintAc... | GetUiSpec ( FBlueprintActionContext const& Con..., FBindingSet const& Bindings ) | Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. |
UEdGraphNode... | Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) | Takes care of spawning a node for the specified graph. |
void | Prime () | Not required, but intended to passively help speed up menu building operations. |
Overridden from IBlueprintNodeBinder
Type | Name | Description |
---|---|---|
bool | BindToNode ( UEdGraphNode* Node, FBindingObject Binding ) | Attempts to apply the specified binding to the supplied node. |
bool | CanBindMultipleObjects () | Determines if this will accept more than one binding (used to block multiple bindings from being applied to nodes that can only have one). |
bool | IsBindingCompatible ( FBindingObject BindingCandidate ) | Checks to see if the specified object can be bound by this. |