UK2Node_Timeline

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h
Include #include "K2Node_Timeline.h"

Syntax

class UK2Node_Timeline : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Variables

Type Name Description
uint32: 1 bAutoPlay If the timeline is set to autoplay
uint32: 1 bIgnoreTimeDilation If the timeline should ignore global time dilation
uint32: 1 bLoop If the timeline is set to loop
uint32: 1 bReplicated If the timeline is set to replicate
FGuid TimelineGuid Unique ID for the template we use, required to indentify the timeline after a paste
FName TimelineName The name of the timeline.

Constructors

Type Name Description
  UK2Node_Timeline ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphPin ... GetDirectionPin () Get the 'Direction' output pin
UEdGraphPin ... GetFinishedPin () Get the 'finished' output pin
UEdGraphPin ... GetNewTimePin () Get the 'newtime' input pin
UEdGraphPin ... GetPlayFromStartPin () Get the 'play from start' input pin
UEdGraphPin ... GetPlayPin () Get the 'play' input pin
UEdGraphPin ... GetReverseFromEndPin () Get the 'reverse from end' input pin
UEdGraphPin ... GetReversePin () Get the 'reverse' input pin
UEdGraphPin ... GetSetNewTimePin () Get the 'setnewtime' input pin
UEdGraphPin ... GetStopPin () Get the 'stop' input pin
UEdGraphPin ... GetTrackPin ( const FName TrackName ) Get the 'Direction' output pin
UEdGraphPin ... GetUpdatePin () Get the 'update' output pin
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  
bool RenameTimeline ( const FString& NewName ) Try to rename the timeline

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
FName GetCornerIcon ()  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
void PreloadRequiredAssets () Called before compilation begins, giving a blueprint time to force the linker to load data
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

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.
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 GetDocumentationExcerptName () Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
UObject *... GetJumpTargetForDoubleClick () Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FText GetTooltipText () Gets the tooltip to display when over the node
TSharedPtr< ... MakeNameValidator () Create a name validator for this node
void OnRenameNode ( const FString& NewName ) Called when this node is being renamed after a successful name validation
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void PrepareForCopying () Perform any steps necessary prior to copying a node into the paste buffer

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