UK2Node_Select

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h
Include #include "K2Node_Select.h"

Syntax

class UK2Node_Select :  
    public [UK2Node](API\Editor\BlueprintGraph\UK2Node),  
    public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface),  
    public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)  

Constructors

Type Name Description
  UK2Node_Select ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool CanChangePinType ( UEdGraphPin* Pin ) Whether the user can change the pintype on a selected pin
bool CanRemoveOptionPinToNode () Return whether an option pin can be removed to the node
void ChangePinType ( UEdGraphPin* Pin ) Notification from the editor that the user wants to change the PinType on a selected pin
void GetConditionalFunction ( FName& FunctionName, UClass** FunctionClass ) Gets the name and class of the EqualEqual_IntInt function
UEdGraphPin ... GetIndexPin () Get the condition pin
void GetOptionPins ( TArray< UEdGraphPin* >& Optio... ) Returns a list of pins that represent the selectable options
void GetPrintStringFunction ( FName& FunctionName, UClass** FunctionClass ) Gets the name and class of the PrintString function
UEdGraphPin ... GetReturnValuePin () Get the return value pin
void RemoveOptionPinToNode () Removes the last option pin from the node
void SetEnum ( UEnum* InEnum, bool bForceRegenerate ) Bind the options to a named enum.

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
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 ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool IsNodeSafeToIgnore () Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
void NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed
void ReallocatePinsDuringReconstruction ( TArray< UEdGraphPin* >& OldPi... ) Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

Overridden from UEdGraphNode

Type Name Description
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
void AutowireNewNode ( UEdGraphPin* FromPin ) Autowire a newly created node.
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
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 NodeConnectionListChanged () Called when something external to this node has changed the connection list of any of the pins in the node
void PinTypeChanged ( UEdGraphPin* Pin ) Called when one of the pins of this node has had its' pin type changed from an external source (like the SPinTypeSelector in the case of kismet)
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

Overridden from INodeDependingOnEnumInterface

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

Overridden from IK2Node_AddPinInterface

Type Name Description
void AddInputPin () Add an additional input pin to this node
bool CanAddPin () Determines if a pin can be added to this node.

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