UEdGraphSchema_K2

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2.h
Include #include "EdGraphSchema_K2.h"

Syntax

class UEdGraphSchema_K2 : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)  

Variables

Type Name Description
TArray< FBluepr... EditoronlyBPFunctionRedirects  

Constructors

Type Name Description
  UEdGraphSchema_K2 ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AddExtraFunctionFlags ( const UEdGraph* CurrentGraph, int32 ExtraFlags ) Add the specified flags to the function entry node of the graph, to make sure they get compiled in to the generated function
void AddSelectedReplaceableNodes ( FToolMenuSection& Section, UBlueprint* Blueprint, const UEdGraphNode* InGraphNod... ) Generate a list of replaceable nodes for context menu based on the editor's current selection
bool ArePinTypesCompatible ( const FEdGraphPinType& Output, const FEdGraphPinType& Input, const UClass* CallingContext, bool bIgnoreArray ) Returns true if the two pin types are schema compatible.
void AutowireConversionNode ( UEdGraphPin* InputPin, UEdGraphPin* OutputPin, UEdGraphNode* ConversionNode ) Tries to connect any pins with matching types and directions from the conversion node to the specified input and output pins.
FVector2D CalculateAveragePositionBetweenNodes ( UEdGraphPin* InputPin, UEdGraphPin* OutputPin ) Calculates an average position between the nodes owning the two specified pins.
bool CanFunctionBeUsedInGraph ( const UClass* InClass, const UFunction* InFunction, const UEdGraph* InDestGraph, uint32 InFunctionTypes, bool bInCalledForEach, FText* OutReason ) Checks to see if the passed in function is valid in the graph for the current class
bool CanKismetOverrideFunction ( const UFunction* Function ) Can this function be overridden by kismet (either placed as event or new function graph created)
bool CanPromotePinToVariable ( const UEdGraphPin& Pin, bool bInToMemberVariable ) Can Pin be promoted to a variable?
bool CanRecombineStructPin ( const UEdGraphPin& Pin ) Can Pin be recombined back to its original form
bool CanSplitStructPin ( const UEdGraphPin& Pin ) Can Pin be split in to its component elements
bool CanUserKismetAccessVariable ( const FProperty* Property, const UClass* InClass, EDelegateFilterMode FilterMode ) Can this variable be accessed by kismet code
bool CanUserKismetCallFunction ( const UFunction* Function ) Can this function be called by kismet code
bool ClassHasBlueprintAccessibleMembers ( const UClass* InClass ) See if a class has any members that are accessible by a blueprint
bool CollapseGatewayNode ( UK2Node* InNode, UEdGraphNode* InEntryNode, UEdGraphNode* InResultNode, FKismetCompilerContext* Compil..., TSet< UEdGraphNode* >* Ou... ) Makes connections into/or out of the gateway node, connect directly to the associated networks on the opposite side of the tunnel When done, none of the pins on the gateway node will be connected to anything.
void CombineTwoPinNetsAndRemoveOldPins ( UEdGraphPin* InPinA, UEdGraphPin* InPinB ) Connects all of the linked pins from PinA to all of the linked pins from PinB, removing both PinA and PinB from being linked to anything else Requires the nodes that own the pins to be in the same graph already (post-merging)
void ConfigureVarNode ( UK2Node_Variable* InVarNode, FName InVariableName, UStruct* InVariableSource, UBlueprint* InTargetBlueprint ) Configure the supplied variable node based on the supplied info
void ConstructBasicPinTooltip ( const UEdGraphPin& Pin, const FText& PinDescription, FString& TooltipOut )  
UK2Node *... ConvertDeprecatedNodeToFunctionCall ( UK2Node* OldNode, UFunction* NewFunction, TMap< FName, FName >& OldPinToNewP..., UEdGraph* Graph ) Convert a deprecated node into a function call node, called from per-node ConvertDeprecatedNode
bool ConvertPropertyToPinType ( const FProperty* Property, FEdGraphPinType& TypeOut ) Convert the type of a FProperty to the corresponding pin type.
void CreateFunctionGraphTerminators ( UEdGraph& Graph, const UFunction* FunctionSigna... ) Populate new function graph with entry and possibly return node
void CreateFunctionGraphTerminators ( UEdGraph& Graph, UClass* Class ) Populate new function graph with entry and possibly return node
void CreateMacroGraphTerminators ( UEdGraph& Graph, UClass* Class ) Populate new macro graph with entry and possibly return node
UK2Node *... CreateSplitPinNode ( UEdGraphPin* Pin, const FCreateSplitPinNodeParams& P... ) Helper function to create the expansion node.
bool DefaultValueSimpleValidation ( const FEdGraphPinType& PinType, const FName PinName, const FString& NewDefaultValue, TObjectPtr< UObject > NewDefaultObj..., const FText& InText, FString* OutMsg ) Do validation, that doesn't require a knowledge about actual pin
const FPinCo... DetermineConnectionResponseOfCompatibleTypedPins ( const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UEdGraphPin* InputPin, const UEdGraphPin* OutputPin ) Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction.
bool DoesGraphSupportImpureFunctions ( const UEdGraph* InGraph ) Checks if the graph supports impure functions
bool DoesSupportAnimNotifyActions () Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that
bool DoesSupportCollapsedNodes () Determine if this graph supports collapsing nodes into subgraphs
bool DoesSupportEventDispatcher () Determine if this graph supports event dispatcher
bool DoesTypeHaveSubtypes ( const FName Category ) Returns whether or not the specified type has valid subtypes available
float EstimateNodeHeight ( UEdGraphNode* Node ) Calculates an estimated height for the specified node
UEdGraphPin ... FindExecutionPin ( const UEdGraphNode& Node, EEdGraphPinDirection PinDirection ) Searches for the first execution pin with the specified direction on the node
bool FindFunctionParameterDefaultValue ( const UFunction* Function, const FProperty* Param, FString& OutString ) Given a function and property, return the default value
UEdGraphPin ... FindSelfPin ( const UEdGraphNode& Node, EEdGraphPinDirection PinDirection ) Searches for the first Self pin with the specified direction on the node
UFunction &#... FindSetVariableByNameFunction ( const FEdGraphPinType& PinType ) Find a 'set value by name' function for the specified pin, if it exists
TOptional< F... FindSpecializedConversionNode ( const FEdGraphPinType& OutputPinTy..., const UEdGraphPin& InputPin, bool bCreateNode )  
bool FunctionCanBePlacedAsEvent ( const UFunction* InFunction ) Returns whether a function is marked 'override' and doesn't have any out parameters
bool FunctionCanBeUsedInDelegate ( const UFunction* InFunction ) Can this function be called by kismet delegate
bool FunctionHasParamOfType ( const UFunction* InFunction, UEdGraph const* InGraph, const FEdGraphPinType& DesiredPinT..., bool bWantOutput ) Determine if a function has a parameter of a specific type.
void GetAutoEmitTermParameters ( const UFunction* Function, TArray< FString >& AutoEmitParamet... ) Returns a list of parameters for the function that are specified as automatically emitting terms for unconnected ref parameters in the compiler (MD_AutoCreateRefTerm)
UFunction &#... GetCallableParentFunction ( UFunction* Function ) Finds the parent function for the specified function, if any
FText GetCategoryText ( FName Category, FName SubCategory, bool bForMenu ) Returns the FText to use for a given schema category and subcategory
FText GetCategoryText ( const FName Category, const bool bForMenu ) Returns the FText to use for a given schema category
FText GetFriendlySignatureName ( const UFunction* Function ) Returns friendly signature name if possible or Removes any mangling to get the unmangled signature name of the function
void GetNonExistentVariableMenu ( FToolMenuSection& Section, const UEdGraphNode* InGraphNod..., UBlueprint* OwnerBlueprint ) Create menu for variable get/set nodes which refer to a variable which does not exist.
void GetPinDefaultValuesFromString ( const FEdGraphPinType& PinType, UObject* OwningObject, const FString& NewValue, FString& UseDefaultValue, TObjectPtr< UObject >& UseDefaultO..., FText& UseDefaultText, bool bPreserveTextIdentity ) Reads in a FString and gets the values of the pin defaults for that type.
bool GetPropertyCategoryInfo ( const FProperty* TestProperty, FName& OutCategory, FName& OutSubCategory, UObject*& OutSubCategoryObject, bool& bOutIsWeakPointer ) Helper function for filling out Category, SubCategory, and SubCategoryObject based on a FProperty
void GetReplaceVariableMenu ( FToolMenuSection& Section, const UEdGraphNode* InGraphNod..., UBlueprint* InOwnerBlueprint, bool bInReplaceExistingVariable ) Create menu for variable get/set nodes which allows for the replacement of variables
void GetReplaceVariableMenu ( UToolMenu* Menu, UK2Node_Variable* Variable, UBlueprint* OwnerBlueprint, bool bReplaceExistingVariable ) Create sub menu that shows all possible variables that can be used to replace the existing variable reference
void GetVariableTypeTree ( TArray< TSharedPtr< FPinTypeTreeInf..., ETypeTreeFilter TypeTreeFilter ) Get the type tree for all of the property types valid for this schema
void HandleParameterDefaultValueChanged ( UK2Node* TargetNode ) Call to let blueprint and UI know that parameters have changed for a function/macro/etc
bool HasFunctionAnyOutputParameter ( const UFunction* Function ) Returns if function has output parameter(s)
bool HasWildcardParams ( const UFunction* Function ) Returns true if the function has wildcard parameters, e.g. uses runtime type information that may require safe failure handling
bool IsActorValidForLevelScriptRefs ( const AActor* TestActor, const UBlueprint* Blueprint ) Whether or not the specified actor is a valid target for bound events and literal references (in the right level, not a builder brush, etc
bool IsAllowableBlueprintVariableType ( const UClass* InClass, bool bAssumeBlueprintType ) Returns true if this class is safe to be used as a variable in blueprints
bool IsAllowableBlueprintVariableType ( const UEnum* InEnum ) Returns true if this enum is safe to be used as a variable in blueprints
bool IsAllowableBlueprintVariableType ( const UScriptStruct* InStruct, bool bForInternalUse ) Returns true if this struct is safe to to be used as a variable in blueprints
bool IsAutoCreateRefTerm ( const UEdGraphPin* Pin ) Returns true if the owning node is a function with AutoCreateRefTerm meta data
bool IsCompositeGraph ( const UEdGraph* TestEdGraph ) Checks to see if the specified graph is a composite graph
bool IsConstFunctionGraph ( const UEdGraph* TestEdGraph, bool* bOutIsEnforcingConstCorr... ) Checks to see if the specified graph is a const function graph
bool IsConstructionScript ( const UEdGraph* TestEdGraph ) Checks to see if the specified graph is a construction script
bool IsExecPin ( const UEdGraphPin& Pin ) Checks to see if a pin is an execution pin.
bool IsGraphMarkedThreadSafe ( const UEdGraph* InGraph ) Checks if the graph is marked as thread safe
bool IsIndexWildcardCompatible ( const FEdGraphPinType& PinType ) Returns whether a pin category is compatible with an Index Wildcard (PC_Wildcard and PSC_Index)
bool IsMetaPin ( const UEdGraphPin& Pin ) Checks to see if a pin is a meta-pin (either a Self or Exec pin)
bool IsPropertyExposedOnSpawn ( const FProperty* Property )  
bool IsStaticFunctionGraph ( const UEdGraph* TestEdGraph ) Checks to see if the specified graph is a static function graph
bool IsWildcardProperty ( const FProperty* ParamProperty ) Determines if the specified param property is intended to be used as a wildcard (for custom thunk functions, like in our array library, etc.)
void LinkDataPinFromOutputToInput ( UEdGraphNode* InOutputNode, UEdGraphNode* InInputNode ) Make links from all data pins from InOutputNode output to InInputNode input.
void MarkFunctionEntryAsEditable ( const UEdGraph* CurrentGraph, bool bNewEditable ) Marks the function entry of a graph as editable via function editor or not-editable
void OnCreateNonExistentLocalVariable ( UK2Node_Variable* Variable, UBlueprint* OwnerBlueprint ) Create the local variable that the broken node refers to
void OnCreateNonExistentVariable ( UK2Node_Variable* Variable, UBlueprint* OwnerBlueprint ) Create the variable that the broken node refers to
void OnReplaceVariableForVariableNode ( UK2Node_Variable* Variable, UBlueprint* OwnerBlueprint, FName VariableName, bool bIsSelfMember ) Replace the variable that a variable node refers to when the variable it refers to does not exist
bool PinDefaultValueIsEditable ( const UEdGraphPin& InGraphPin ) Returns true if the pin has a value field that can be edited inline
bool PinHasCustomDefaultFormat ( const UEdGraphPin& InGraphPin ) Returns true if the pin has a custom default string format and it is not safe to use ExportText
bool PinHasSplittableStructType ( const UEdGraphPin* InGraphPin ) Returns whether the supplied Pin is a splittable struct.
bool ReplaceOldNodeWithNew ( UEdGraphNode* OldNode, UEdGraphNode* NewNode, const TMap< FName, FName >& OldPin... ) Moves all connections from the old node to the new one.
void ReplaceSelectedNode ( UEdGraphNode* SourceNode, AActor* TargetActor ) Function to replace current graph node reference object with a new object
TOptional< F... SearchForAutocastFunction ( const FEdGraphPinType& OutputPinTy..., const FEdGraphPinType& InputPinTyp... )  
void SelectAllNodesInDirection ( TEnumAsByte< enum EEdGraphPinDirect..., UEdGraph* Graph, UEdGraphPin* InGraphPin )  
void SetPinAutogeneratedDefaultValue ( UEdGraphPin* Pin, const FString& NewValue ) Sets the autogenerated default value for a pin, optionally using the passed in function and parameter.
void SetPinAutogeneratedDefaultValueBasedOnType ( UEdGraphPin* Pin ) Sets the autogenerated default value for a pin using the default for that type.
void SetPinDefaultValueAtConstruction ( UEdGraphPin* Pin, const FString& DefaultValueString ) Sets the pin defaults, but not autogenerated defaults, at pin construction time.
void Shutdown () Function called when the owning module is shut down
UK2Node_Vari... SpawnVariableGetNode ( const FVector2D GraphPosition, UEdGraph* ParentGraph, FName VariableName, UStruct* Source ) Creates a new variable getter node and adds it to ParentGraph
UK2Node_Vari... SpawnVariableSetNode ( const FVector2D GraphPosition, UEdGraph* ParentGraph, FName VariableName, UStruct* Source ) Creates a new variable setter node and adds it to ParentGraph
FText TerminalTypeToText ( const FName Category, const FName SubCategory, UObject* SubCategoryObject, bool bIsWeakPtr ) Converts a terminal type into a fully qualified FText (e.g., object'ObjectName').
FText TypeToText ( const FProperty*const Property ) Converts the type of a property into a fully qualified string (e.g., object'ObjectName').
FText TypeToText ( const FEdGraphPinType& Type ) Converts a pin type into a fully qualified FText (e.g., object'ObjectName').
void ValidateExistingConnections ( UEdGraphPin* Pin ) Utility that makes sure existing connections are valid, breaking any that are now illegal.

Overridden from UEdGraphSchema

Type Name Description
bool ArePinsCompatible ( const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UClass* CallingContext, bool bIgnoreArray ) Returns true if the types and directions of two pins are schema compatible.
bool ArePinTypesEquivalent ( const FEdGraphPinType& PinA, const FEdGraphPinType& PinB ) Returns true if the types are schema Equivalent.
void BackwardCompatibilityNodeConversion ( UEdGraph* Graph, bool bOnlySafeChanges )  
void BreakNodeLinks ( UEdGraphNode& TargetNode ) Breaks all links from/to a single node
void BreakPinLinks ( UEdGraphPin& TargetPin, bool bSendsNodeNotifcation ) Breaks all links from/to a single pin
void BreakSinglePinLink ( UEdGraphPin* SourcePin, UEdGraphPin* TargetPin ) Breaks the link between two nodes.
const FPinCo... CanCreateConnection ( const UEdGraphPin* A, const UEdGraphPin* B ) Determine if a connection can be created between two pins.
bool CanDuplicateGraph ( UEdGraph* InSourceGraph ) Can this graph type be duplicated?
bool CanEncapuslateNode ( UEdGraphNode const& TestNode ) Can TestNode be encapsulated into a child graph?
bool CanShowDataTooltipForPin ( const UEdGraphPin& Pin ) Checks to see if a pin supports Pin Value Inspection Tooltips
bool CanVariableBeDropped ( UEdGraph* InGraph, FProperty* InVariableToDrop ) Check whether variables can be dropped onto the graph
void ClearPinWatch ( UEdGraphPin const* Pin ) If the specified pin is currently being watched, then this will clear the watch from the graph's debug system.
bool CreateAutomaticConversionNodeAndConnections ( UEdGraphPin* A, UEdGraphPin* B ) Try to create an automatic cast or other conversion node node to facilitate a connection between two pins.
bool CreatePromotedConnection ( UEdGraphPin* A, UEdGraphPin* B ) Try to create a promotion from one type to another in order to make a connection between two pins.
UEdGraphNode... CreateSubstituteNode ( UEdGraphNode* Node, const UEdGraph* Graph, FObjectInstancingGraph* Instan..., TSet< FName >& InOutExtraNames ) Attempts to construct a substitute node that is unique within its graph.
bool DoesDefaultValueMatchAutogenerated ( const UEdGraphPin& InPin ) Returns if the pin's value matches what the true (autogenerated) default value for that pin would be
bool DoesSupportPinWatching () An easy way to check to see if the current graph system supports pin watching.
void DroppedAssetsOnGraph ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraph* Graph ) Called when asset(s) are dropped onto a graph background.
void DroppedAssetsOnNode ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node ) Called when asset(s) are dropped onto the specified node
void DroppedAssetsOnPin ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin ) Called when asset(s) are dropped onto the specified pin
UEdGraphPin ... DropPinOnNode ( UEdGraphNode* InTargetNode, const FName& InSourcePinName, const FEdGraphPinType& InSourcePin..., EEdGraphPinDirection InSourcePinDir... ) Some schemas have nodes that support the user dynamically adding pins when dropping a connection on the node
UEdGraph ... DuplicateGraph ( UEdGraph* GraphToDuplicate ) Duplicate a given graph return the duplicate graph
bool FadeNodeWhenDraggingOffPin ( const UEdGraphNode* Node, const UEdGraphPin* Pin ) When dragging off a pin, we want to duck the alpha of some nodes
void ForceVisualizationCacheClear () Forces cached visualization data to refresh
float GetActionFilteredWeight ( const FGraphActionListBuilderBase::..., const TArray< FString >& InFilterT..., const TArray< FString >& InSanitiz..., const TArray< UEdGraphPin* >&... ) Calculate the weight priority of a given action for the context menu.
void GetAssetsGraphHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraph* HoverGraph, FString& OutTooltipText, bool& OutOkIcon ) Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph
void GetAssetsNodeHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon ) Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node
void GetAssetsPinHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon ) Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin
void GetContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets actions that should be added to the right-click context menu for a node or pin
TSharedPtr< ... GetCreateCommentAction () Returns schema action to create comment from implemention
int32 GetCurrentVisualizationCacheID () Returns the current cache title refresh ID that is appropriate for the passed node
void GetGraphDisplayInformation ( const UEdGraph& Graph, FGraphDisplayInfo& DisplayInfo ) Gets display information for a graph
EGraphType GetGraphType ( const UEdGraph* TestEdGraph )  
int32 GetNodeSelectionCount ( const UEdGraph* Graph ) Returns the currently selected graph node count
FText GetPinDisplayName ( const UEdGraphPin* Pin ) Get the name to show in the editor
FLinearColor GetPinTypeColor ( const FEdGraphPinType& PinType ) Gets the draw color of a pin based on it's type.
FGraphSchema... GetSearchWeightModifiers () Get the weight modifiers from the console variable settings
FLinearColor GetSecondaryPinTypeColor ( const FEdGraphPinType& PinType )  
void HandleGraphBeingDeleted ( UEdGraph& GraphBeingRemoved ) Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)
bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) Checks if a CacheRefreshID is out of date
bool IsDelegateCategory ( const FName Category ) Is given string a delegate category name ?
bool IsPinBeingWatched ( UEdGraphPin const* Pin ) Checks to see if the specified pin is being watched by the graph's debug system.
FString IsPinDefaultValid ( const UEdGraphPin* Pin, const FString& NewDefaultValue, TObjectPtr< UObject > NewDefaultObj..., const FText& InNewDefaultText ) Determine if the supplied pin default values would be valid.
bool IsSelfPin ( const UEdGraphPin& Pin ) Checks to see if a pin is a Self pin (indicating the calling context for the node)
bool IsTitleBarPin ( const UEdGraphPin& Pin ) Query if the passed in pin is a title bar pin.
void OnPinConnectionDoubleCicked ( UEdGraphPin* PinA, UEdGraphPin* PinB, const FVector2D& GraphPosition ) Handles double-clicking on a pin<->pin connection
void RecombinePin ( UEdGraphPin* Pin ) Collapses a pin and its siblings back in to the original pin
void ReconstructNode ( UEdGraphNode& TargetNode, bool bIsBatchRequest ) Reconstructs a node
void ResetPinToAutogeneratedDefaultValue ( UEdGraphPin* Pin, bool bCallModifyCallbacks ) Resets a pin back to it's autogenerated default value, optionally calling the default value change callbacks
bool SafeDeleteNodeFromGraph ( UEdGraph* Graph, UEdGraphNode* Node ) Perform any logic necessary to safely remove this node from the graph.
bool ShouldAlwaysPurgeOnModification () When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:
bool ShouldHidePinDefaultValue ( UEdGraphPin* Pin ) If we should disallow viewing and editing of the supplied pin
bool ShouldShowAssetPickerForPin ( UEdGraphPin* Pin ) Should the Pin in question display an asset picker
void SplitPin ( UEdGraphPin* Pin, bool bNotify ) Split a pin in to subelements
bool SupportsDropPinOnNode ( UEdGraphNode* InTargetNode, const FEdGraphPinType& InSourcePin..., EEdGraphPinDirection InSourcePinDir..., FText& OutErrorMessage ) Checks if the node supports dropping a pin on it
bool TryCreateConnection ( UEdGraphPin* A, UEdGraphPin* B ) Try to make a connection between two pins.
void TrySetDefaultObject ( UEdGraphPin& Pin, UObject* NewDefaultObject, bool bMarkAsModified ) Sets the object to the specified pin
void TrySetDefaultText ( UEdGraphPin& InPin, const FText& InNewDefaultText, bool bMarkAsModified ) Sets the text to the specified pin
void TrySetDefaultValue ( UEdGraphPin& Pin, const FString& NewDefaultValue, bool bMarkAsModified ) Sets the string to the specified pin; even if it is invalid it is still set.

Classes

Type Name Description
Public struct FCreateSplitPinNodeParams  
Public struct FFindSpecializedConversionNodeResults Find an appropriate node that can convert from one pin type to another (not a cast; e.g. "MakeLiteralArray" node)
Public class FPinTypeTreeInfo FPinTypeInfo.
Public struct FSearchForAutocastFunctionResults Find an appropriate function to call to perform an automatic cast operation

Enums

Type Name Description
Public enum EDelegateFilterMode  
Public enum EFunctionType Flags to indicate different types of blueprint callable functions

Constants

Name Description
AG_LevelReference Action grouping values
AllObjectTypes Pin Selector category for all object types.
bGeneratingDocumentation Somewhat hacky mechanism to prevent tooltips created for pins from including the display name and type when generating BP API documentation.
ColorStruct  
CurrentCacheRefreshID ID for checking dirty status of node titles against, increases every compile.
FN_ExecuteUbergraphBase  
FN_UserConstructionScript Construction script function names
GN_AnimGraph  
GN_EventGraph Graph names
LinearColorStruct  
PC_Boolean  
PC_Byte  
PC_Class  
PC_Delegate  
PC_Double  
PC_Enum  
PC_Exec Allowable PinType.PinCategory values.
PC_FieldPath  
PC_Float  
PC_Int  
PC_Int64  
PC_Interface  
PC_MCDelegate  
PC_Name  
PC_Object  
PC_Real  
PC_SoftClass  
PC_SoftObject  
PC_String  
PC_Struct  
PC_Text  
PC_Wildcard  
PN_After  
PN_CastedValuePrefix  
PN_CastFailed  
PN_CastSucceeded  
PN_Completed  
PN_Condition  
PN_DelegateEntry  
PN_Else  
PN_EntryPoint  
PN_Execute Pin names that have special meaning and required types in some contexts (depending on the node type)
PN_Index  
PN_Item  
PN_Loop  
PN_ObjectToCast  
PN_ReturnValue  
PN_Self  
PN_Start  
PN_Stop  
PN_Then  
PSC_Bitmask  
PSC_Index  
PSC_Self Common PinType.PinSubCategory values.
RotatorStruct  
TransformStruct  
Vector3fStruct  
VectorStruct  
VR_DefaultCategory Variable names

Deprecated Functions

Type Name Description
bool FindSpecializedConversionNode ( const FEdGraphPinType& OutputPinTy..., const UEdGraphPin* InputPinTyp..., bool bCreateNode, UK2Node*& TargetNode ) Use the FFindSpecializedConversionNodeResults variant.
bool FindSpecializedConversionNode ( const UEdGraphPin* OutputPin, const UEdGraphPin* InputPin, bool bCreateNode, UK2Node*& TargetNode ) Use the FFindSpecializedConversionNodeResults variant.
bool SearchForAutocastFunction ( const FEdGraphPinType& OutputPinTy..., const FEdGraphPinType& InputPinTyp..., FName& TargetFunction, UClass*& FunctionOwner ) Use the FSearchForAutocastFunctionResults variant.

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