UK2Node_CastByteToEnum

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CastByteToEnum.h
Include #include "K2Node_CastByteToEnum.h"

Syntax

class UK2Node_CastByteToEnum :  
    public [UK2Node](API\Editor\BlueprintGraph\UK2Node),  
    public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)  

Variables

Type Name Description
bool bSafe If true, the node returns always a valid value
TObjectPtr< UEn... Enum  

Constructors

Type Name Description
  UK2Node_CastByteToEnum ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
FName GetFunctionName ()  

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
FText GetCompactNodeTitle () Return title if drawing this node in 'compact' mode
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool ShouldDrawCompact () Should draw compact

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
FText GetTooltipText () Gets the tooltip to display when over the node
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 INodeDependingOnEnumInterface

Type Name Description
UEnum * GetEnum ()  
void ReloadEnum ( UEnum* InEnum )  
bool ShouldBeReconstructedAfterEnumChanged ()  

Constants

Name Description
ByteInputPinName  

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