UK2Node_SwitchEnum

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchEnum.h
Include #include "K2Node_SwitchEnum.h"

Syntax

class UK2Node_SwitchEnum :  
    public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch),  
    public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)  

Variables

Type Name Description
TObjectPtr< UEn... Enum Name of the enum being switched on
TArray< FName > EnumEntries List of the current entries in the enum
TArray< FText > EnumFriendlyNames List of the current entries in the enum

Constructors

Type Name Description
  UK2Node_SwitchEnum ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void SetEnum ( UEnum* InEnum ) Bind the switch to a named enum

Overridden from UK2Node_Switch

Type Name Description
void AddPinToSwitchNode () Adds a new execution pin to a switch node
void CreateCasePins () Helper method to set-up pins
void CreateSelectionPin () Helper method to set-up correct selection pin
FEdGraphPinT... GetPinType () Gets the pin type from the schema for the subclass
void RemovePin ( UEdGraphPin* TargetPin ) Don't support removing pins from an enum
void RemovePinFromSwitchNode ( UEdGraphPin* TargetPin ) Removes the specified execution pin from an switch node
bool SupportsAddPinButton () Determines whether the add button should be enabled

Overridden from UK2Node

Type Name Description
bool CanEverRemoveExecutionPin () Return whether the node's execution pins should support the remove execution pin action
ERedirectTyp... DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) Whether or not two pins match for purposes of reconnection after reconstruction.
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
void PreloadRequiredAssets () Called before compilation begins, giving a blueprint time to force the linker to load data

Overridden from UEdGraphNode

Type Name Description
void AddPinSearchMetaDataInfo ( const UEdGraphPin* Pin, TArray< struct FSearchTagDataPair >... ) Adds node pin data to the search metadata, override to collect more data that may be desirable to search for
bool CanUserEditPinAdvancedViewFlag () Whether or not this node allows users to edit the advanced view flag of pins (actually edit the property, not the same as show/hide advanced pins).
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node

Overridden from INodeDependingOnEnumInterface

Type Name Description
UEnum * GetEnum ()  
void ReloadEnum ( UEnum* InEnum )  
bool ShouldBeReconstructedAfterEnumChanged ()  

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