UBlueprintComponentNodeSpawner

Takes care of spawning [UK2Node_AddComponent](API\Editor\BlueprintGraph\UK2Node_AddComponent) nodes.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

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

Syntax

class UBlueprintComponentNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)  

Remarks

Takes care of spawning UK2Node_AddComponent nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved from FEdGraphSchemaAction_K2AddComponent.

Constructors

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

Functions

Type Name Description
UBlueprintCo... Create ( const FComponentTypeEntry& Entry ) Creates a new UBlueprintComponentNodeSpawner for the specified class.
TSubclassOf<... GetComponentClass () Retrieves the component class that this configures spawned nodes with.
bool IsTemplateNodeFilteredOut ( const FBlueprintActionFilter& Filt... )  

Overridden from UBlueprintNodeSpawner

Type Name Description
FBlueprintNo... GetSpawnerSignature () We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs.
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.

Overridden from IBlueprintNodeBinder

Type Name Description
bool BindToNode ( UEdGraphNode* Node, FBindingObject Binding ) Attempts to apply the specified binding to the supplied node.
bool IsBindingCompatible ( FBindingObject BindingCandidate ) Checks to see if the specified object can be bound by this.

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