UK2Node_FunctionTerminator

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionTerminator.h
Include #include "K2Node_FunctionTerminator.h"

Syntax

class UK2Node_FunctionTerminator : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)  

Variables

Type Name Description
FMemberReferenc... FunctionReference Reference to the function signature.

Constructors

Type Name Description
  UK2Node_FunctionTerminator ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UFunction &#... FindSignatureFunction () Returns the UFunction that this node actually represents, this will work for both inherited and newly created functions
void PromoteFromInterfaceOverride ( bool bIsPrimaryTerminator ) Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions

Overridden from UK2Node_EditablePinBase

Type Name Description
bool CanCreateUserDefinedPin ( const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., FText& OutErrorMessage ) Queries if a user defined pin of the passed type can be constructed on this node.

Overridden from UK2Node

Type Name Description
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

Overridden from UEdGraphNode

Type Name Description
FName CreateUniquePinName ( FName SourcePinName ) Generate a unique pin name, trying to stick close to a passed in name
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
bool HasExternalDependencies ( TArray< class UStruct* >*... ) Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
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 Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library