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Unreal Engine C++ API Reference > Editor > AudioEditor > SoundCueGraph
Inheritance Hierarchy
References
Module | AudioEditor |
Header | /Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode_Base.h |
Include | #include "SoundCueGraph/SoundCueGraphNode_Base.h" |
Syntax
class USoundCueGraphNode_Base : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
Constructors
Type | Name | Description |
---|---|---|
USoundCueGraphNode_Base ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | CreateInputPins () | Create all of the input pins required |
int32 | GetInputCount () | Get the current Input Pin count |
UEdGraphPin ... | GetInputPin ( int32 InputIndex ) | Get a single Input Pin via its index |
void | GetInputPins ( TArray< class UEdGraphPin* >&... ) | Get all of the Input Pins |
UEdGraphPin ... | GetOutputPin () | Get the Output Pin (should only ever be one) |
void | InsertNewNode ( UEdGraphPin* FromPin, UEdGraphPin* NewLinkPin, TSet< UEdGraphNode* >& OutNod... ) | Handles inserting the node between the FromPin and what the FromPin was original connected to |
bool | IsRootNode () | Is this the undeletable root node |
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. |
bool | CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* Schema ) | Determine if this node can be created under the specified schema |
FString | GetDocumentationLink () | Returns the link used for external documentation for the graph node |
void | ReconstructNode () | Refresh the connectors on a node, preserving as many connections as it can. |