USoundCueGraphNode_Base

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.

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