UK2Node_VariableSet

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
Include #include "K2Node_VariableSet.h"

Syntax

class UK2Node_VariableSet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)  

Constructors

Type Name Description
  UK2Node_VariableSet ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
FText GetBlueprintVarTooltip ( FBPVariableDescription const& VarD... )  
FText GetPropertyTooltip ( FProperty const* VariablePrope... )  
FName GetRepNotifyName ()  
FName GetVariableOutputPinName () Retrieves the output pin name for the node
bool HasFieldNotificationBroadcast ()  
bool HasLocalRepNotify () Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally.
bool IsFieldNotifyProperty ()  
bool IsNetProperty ()  
bool ShouldFlushDormancyOnSet ()  

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
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)
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

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.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetPinNameOverride ( const UEdGraphPin& Pin ) Gets the overridden name for the specified pin, if any
FText GetTooltipText () Gets the tooltip to display when over the node
bool ShouldOverridePinNames () Whether or not this node should be given the chance to override pin names.
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

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