UK2Node_SwitchString

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
Include #include "K2Node_SwitchString.h"

Syntax

class UK2Node_SwitchString : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)  

Variables

Type Name Description
uint32: 1 bIsCaseSensitive  
TArray< FName > PinNames  

Constructors

Type Name Description
  UK2Node_SwitchString ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void SetupCaseSensitivityFunction () Sets the nodes function to call based on case sensitivity

Overridden from UK2Node_Switch

Type Name Description
void AddPinToSwitchNode () Adds a new execution pin to a switch node
void CreateCasePins ()  
void CreateSelectionPin ()  
FName GetPinNameGivenIndex ( int32 Index )  
FEdGraphPinT... GetPinType () Gets the pin type from the schema for the subclass
FName GetUniquePinName () Gets a unique pin name, the next in the sequence
void RemovePin ( UEdGraphPin* TargetPin )  

Overridden from UK2Node

Type Name Description
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

Overridden from UEdGraphNode

Type Name Description
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
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally

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