UAIGraphNode

Unreal Engine C++ API Reference > Editor > AIGraph

Inheritance Hierarchy

References

   
Module AIGraph
Header /Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Include #include "AIGraphNode.h"

Syntax

class UAIGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)  

Variables

Type Name Description
uint32: 1 bIsReadOnly If set, all modifications (including delete/cut) are disabled
uint32: 1 bIsSubNode If set, this node will be always considered as subnode
FGraphNodeClass... ClassData Instance class
int32 CopySubNodeIndex Subnode index assigned during copy operation to connect nodes again on paste
FString ErrorMessage Error message for node
TObjectPtr< UOb... NodeInstance  
TObjectPtr< UAI... ParentNode  
TArray< TObject... SubNodes  

Constructors

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

Functions

Type Name Description
void AddSubNode ( UAIGraphNode* SubNode, UEdGraph* ParentGraph )  
int32 FindSubNodeDropIndex ( UAIGraphNode* SubNode )  
UAIGraph ... GetAIGraph ()  
UEdGraph ... GetBoundGraph ()  
FText GetDescription ()  
UEdGraphPin ... GetInputPin ( int32 InputIndex )  
UEdGraphPin ... GetOutputPin ( int32 InputIndex )  
bool HasErrors () Check if node has any errors, used for assigning colors on graph
void InitializeInstance () Initialize instance object
void InsertSubNodeAt ( UAIGraphNode* SubNode, int32 DropIndex )  
bool IsSubNode () Check if node is subnode
void OnSubNodeAdded ( UAIGraphNode* SubNode )  
void OnSubNodeRemoved ( UAIGraphNode* SubNode )  
void PostCopyNode ()  
bool RefreshNodeClass () Reinitialize node instance
void RemoveAllSubNodes ()  
void RemoveSubNode ( UAIGraphNode* SubNode )  
void ResetNodeOwner ()  
void UpdateNodeClassData () Updates ClassData from node instance
void UpdateNodeClassDataFrom ( UClass* InstanceClass, FGraphNodeClassData& UpdatedData )  
bool UsesBlueprint () Check if node instance uses blueprint for its implementation

Overridden from UEdGraphNode

Type Name Description
void AutowireNewNode ( UEdGraphPin* FromPin ) Autowire a newly created node.
bool CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* Schema ) Determine if this node can be created under the specified schema
bool CanDuplicateNode () Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
bool CanUserDeleteNode () Whether or not this node can be deleted by user action
void DestroyNode () Destroy the specified node
void FindDiffs ( UEdGraphNode* OtherNode, FDiffResults& Results ) Gives the node the option to customize how diffs are discovered within it.
FString GetPropertyNameAndValueForDiff ( const FProperty* Prop, const uint8* PropertyAddr ) Returns a human-friendly description of the property in the form "PropertyName: Value".
FText GetTooltipText () Gets the tooltip to display when over the node
void NodeConnectionListChanged () Called when something external to this node has changed the connection list of any of the pins in the node
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void PrepareForCopying () Perform any steps necessary prior to copying a node into the paste buffer

Overridden from UObject

Type Name Description
void PostEditImport () Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization
void PostEditUndo () Called after applying a transaction to the object.

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