UK2Node_StructMemberSet

Imperative kismet node that sets one or more member variables of a struct.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_StructMemberSet.h
Include #include "K2Node_StructMemberSet.h"

Syntax

class UK2Node_StructMemberSet : public [UK2Node_StructOperation](API\Editor\BlueprintGraph\UK2Node_StructOperation)  

Remarks

Imperative kismet node that sets one or more member variables of a struct.

Variables

Type Name Description
TArray< FOption... ShowPinForProperties  

Constructors

Type Name Description
  UK2Node_StructMemberSet ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AllocateExecPins () Helper for AllocateDefaultPins.
FBoolPropert... GetOverrideConditionForProperty ( const FProperty* InProperty ) Returns the override condition that's bound to the given property, if one exists. An override is a edit condition flag that is not exposed as an optional input pin.

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
ERedirectTyp... DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) Whether or not two pins match for purposes of reconnection after reconstruction.
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

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

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void PreEditChange ( FProperty* PropertyAboutToChan... ) This is called when a property is about to be modified externally

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