UK2Node_DynamicCast

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h
Include #include "K2Node_DynamicCast.h"

Syntax

class UK2Node_DynamicCast : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Variables

Type Name Description
FNodeTextCache CachedNodeTitle Constructing FText strings can be costly, so we cache the node's title
TSubclassOf< cl... TargetType The type that the input should try to be cast to

Constructors

Type Name Description
  UK2Node_DynamicCast ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CreateExecPins () Determine purity and create exec pins if needed
void CreateSuccessPin () Create success output signal pin (visible only if pure)
UEdGraphPin ... GetBoolSuccessPin () Get the boolean output pin that signifies a successful/failed cast.
UEdGraphPin ... GetCastResultPin () Get the cast result pin
UEdGraphPin ... GetCastSourcePin () Get the input object to be casted pin
UEdGraphPin ... GetInvalidCastPin () Get the 'invalid cast' exec pin
UEdGraphPin ... GetValidCastPin () Get the 'valid cast' exec pin
void InitPureState () Sets the pure state to Pure or Impure if it's using the default one
bool IsActionFilteredOut ( const FBlueprintActionFilter& Filt... )  
bool ReconnectPureExecPins ( TArray< UEdGraphPin* >& OldPi... ) Update exec pins when converting from impure to pure.
void SetPurity ( bool bNewPurity ) Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).
void TogglePurity () Flips the node's purity (adding/removing exec pins as needed).

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.
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
FBlueprintNo... GetSignature () Retrieves a unique identifier for this node type.
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
void NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
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.
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FText GetTooltipText () Gets the tooltip to display when over the node
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).
bool IncludeParentNodeContextMenu () Does the node context menu inherit parent class's menu
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 Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Enums

Type Name Description
Private enum EPureState  

Deprecated Variables

Type Name Description
bool bIsPureCast Use IsNodePure() instead.

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