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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h |
Include | #include "K2Node_TemporaryVariable.h" |
Syntax
class UK2Node_TemporaryVariable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Variables
Type | Name | Description |
---|---|---|
bool | bIsPersistent | Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it |
FEdGraphPinType | VariableType |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_TemporaryVariable ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UEdGraphPin ... | GetVariablePin () | Get variable pin |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
FBlueprintNo... | GetSignature () | Retrieves a unique identifier for this node type. |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
void | NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) | Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared |
void | PostReconstructNode () | Called at the end of ReconstructNode, allows node specific work to be performed |
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. |
bool | CanPasteHere ( const UEdGraph* TargetGraph ) | Determine if this node can live in the specified graph |
FString | GetDescriptiveCompiledName () | Tries to come up with a descriptive name for the compiled output |
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 |
bool | IsCompatibleWithGraph ( UEdGraph const* Graph ) | Determine if a node of this type can be created for the specified graph. |