UK2Node_AddComponentByClass

Implementation of K2Node for creating a component based on a selected or passed in class

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h
Include #include "K2Node_AddComponentByClass.h"

Syntax

class UK2Node_AddComponentByClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)  

Remarks

Implementation of K2Node for creating a component based on a selected or passed in class

Constructors

Type Name Description
  UK2Node_AddComponentByClass ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphPin ... GetManualAttachmentPin ()  
UEdGraphPin ... GetRelativeTransformPin ()  
bool IsSceneComponent () Returns true if the currently selected or linked class is known to be a scene component
void SetSceneComponentPinsHidden ( bool bHidden ) Utility function to set whether the scene component specific pins are hidden or not

Overridden from UK2Node_ConstructObjectFromClass

Type Name Description
void CreatePinsForClass ( UClass* InClass, TArray< UEdGraphPin* >* O... ) Create new pins to show properties on archetype
FText GetBaseNodeTitle () Gets the node for use in lists and menus
UClass * GetClassPinBaseClass () Gets base class to use for the 'class' pin.
FText GetDefaultNodeTitle () Gets the default node title when no class is selected
FText GetNodeTitleFormat () Gets the node title when a class has been selected.
bool IsSpawnVarPin ( UEdGraphPin* Pin ) See if this is a spawn variable pin, or a 'default' pin

Overridden from UK2Node

Type Name Description
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this 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 PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library