UK2Node_BreakStruct

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BreakStruct.h
Include #include "K2Node_BreakStruct.h"

Syntax

class UK2Node_BreakStruct : public [UK2Node_StructMemberGet](API\Editor\BlueprintGraph\UK2Node_StructMemberGet)  

Variables

Type Name Description
bool bMadeAfterOverridePinRemoval Helper property to handle upgrades from an old system of displaying pins for the override values that properties referenced as a conditional of being set in a struct

Constructors

Type Name Description
  UK2Node_BreakStruct ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool CanBeBroken ( const UScriptStruct* Struct, bool bForInternalUse ) Returns false if:
bool CanBeSplit ( const UScriptStruct* Struct ) Can this struct be used as a split pin

Overridden from UK2Node

Type Name Description
void ConvertDeprecatedNode ( UEdGraph* Graph, bool bOnlySafeChanges ) Performs a node-specific deprecation fixup, which may delete this node and replace it with another one
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.
bool DrawNodeAsVariable () Return whether to draw this node as a small variable node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
void PreloadRequiredAssets () Called before compilation begins, giving a blueprint time to force the linker to load data

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 )  
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
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
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 PreSave ( FObjectPreSaveContext SaveContext ) Presave function.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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