Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h |
Include | #include "K2Node_FunctionTerminator.h" |
Syntax
class UK2Node_FunctionTerminator : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)
Variables
Type | Name | Description |
---|---|---|
FMemberReferenc... | FunctionReference | Reference to the function signature. |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_FunctionTerminator ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UFunction &#... | FindSignatureFunction () | Returns the UFunction that this node actually represents, this will work for both inherited and newly created functions |
void | PromoteFromInterfaceOverride ( bool bIsPrimaryTerminator ) | Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions |
Overridden from UK2Node_EditablePinBase
Type | Name | Description |
---|---|---|
bool | CanCreateUserDefinedPin ( const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., FText& OutErrorMessage ) | Queries if a user defined pin of the passed type can be constructed on this node. |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
bool | NodeCausesStructuralBlueprintChange () | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
FName | CreateUniquePinName ( FName SourcePinName ) | Generate a unique pin name, trying to stick close to a passed in name |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
bool | HasExternalDependencies ( TArray< class UStruct* >*... ) | Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |