UK2Node_LatentGameplayTaskCall::ReallocatePinsDuringReconstruction

Reallocate pins during reconstruction; by default ignores the old pins and calls [AllocateDefaultPins()](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask\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)

Unreal Engine C++ API Reference > Editor > GameplayTasksEditor > UK2Node_LatentGameplayTaskCall

References

   
Module GameplayTasksEditor
Header /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h
Include #include "K2Node_LatentGameplayTaskCall.h"
Source /Engine/Source/Editor/GameplayTasksEditor/Private/K2Node_LatentGameplayTaskCall.cpp
virtual void ReallocatePinsDuringReconstruction
(
    [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins
)

Remarks

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)


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