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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h |
Include | #include "K2Node_Variable.h" |
Syntax
class UK2Node_Variable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Variables
Type | Name | Description |
---|---|---|
TEnumAsByte< ES... | SelfContextInfo | |
FMemberReferenc... | VariableReference | Reference to variable we want to set/get |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_Variable ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | CheckForErrors ( const UEdGraphSchema_K2* Schem..., FCompilerResultsLog& MessageLog ) | Validates there are no errors in the node |
void | CreatePinForSelf () | Creates 'self' pin |
bool | CreatePinForVariable ( EEdGraphPinDirection Direction, FName InPinName ) | Creates a reader or writer pin for a variable. |
bool | DoesRenamedVariableMatch ( FName OldVariableName, FName NewVariableName, UStruct* StructType ) | Returns true if the variable names match, this looks for redirectors |
bool | FunctionParameterExists ( const UEdGraph* InFunctionGrap..., const FName InParameterName ) | Returns whether a Function Graph contains a parameter with the given name |
const UActor... | GetActorComponent ( const FProperty* VariablePrope... ) | Utility function to retrieve actor component for variable property. |
FBPVariableD... | GetBlueprintVarDescription () | |
FProperty &#... | GetPropertyForVariable () | Get the FProperty for this variable node |
FProperty &#... | GetPropertyForVariableFromSkeleton () | Get the FProperty for this variable node |
UEdGraphPin ... | GetValuePin () | Accessor for the value output pin of the node |
FSlateIcon | GetVariableIconAndColor ( const UStruct* VarScope, FName VarName, FLinearColor& IconColorOut ) | Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable). |
UClass * | GetVariableSourceClass () | Get the class to look for this variable in |
FSlateIcon | GetVarIconFromPinType ( const FEdGraphPinType& InPinType, FLinearColor& IconColorOut ) | Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable pin type). |
FName | GetVarName () | Util to get variable name |
FString | GetVarNameString () | Util to get variable name as a string |
FText | GetVarNameText () | |
bool | RecreatePinForVariable ( EEdGraphPinDirection Direction, TArray< UEdGraphPin* >& OldPi..., FName InPinName ) | Creates a reader or writer pin for a variable from an old pin. |
bool | RemapRestrictedLinkReference ( FName OldVariableName, FName NewVariableName, const UClass* MatchInVariableC..., const UClass* RemapIfLinkedToC..., bool bLogWarning ) | Remap a reference from one variable to another, if this variable is of class type 'MatchInVariableClass', and if linked to anything that is a child of 'RemapIfLinkedToClass'. |
void | SetFromProperty ( const FProperty* Property, bool bSelfContext, UClass* OwnerClass ) | Set up this variable node from the supplied FProperty |
void | SuppressDeprecationWarning () | Adds the variable reference to the suppressed deprecation warnings list |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
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 | DrawNodeAsVariable () | Return whether to draw this node as a small variable node |
FName | GetCornerIcon () | |
void | GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) | This function returns an arbitrary number of attributes that describe this node for analytics events |
FText | GetToolTipHeading () | |
void | HandleVariableRenamed ( UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName ) | Handle when a variable is renamed in the Blueprint Palette |
bool | ReferencesVariable ( const FName& InVarName, const UStruct* InScope ) | Return whether this node references the specified variable, give the supplied scope. |
void | ReplaceReferences ( UBlueprint* InBlueprint, UBlueprint* InReplacementBluep..., const FMemberReference& InSource, const FMemberReference& InReplacem... ) | Replace any member references of source with replacement |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | AutowireNewNode ( UEdGraphPin* FromPin ) | Autowire a newly created node. |
bool | CanJumpToDefinition () | Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call) |
bool | CanPasteHere ( const UEdGraph* TargetGraph ) | Determine if this node can live in the specified graph |
FEdGraphNode... | GetDeprecationResponse ( EEdGraphNodeDeprecationType Depreca... ) | Returns the response to use when reporting a deprecation. |
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) |
FString | GetDocumentationLink () | Returns the link used for external documentation for the graph node |
FString | GetFindReferenceSearchString () | Gets the search string to find references to this node |
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) |
void | GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets a list of actions that can be done to this particular node |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
FString | GetPinMetaData ( FName InPinName, FName InKey ) | Return the requested metadata for the pin if there is any |
bool | HasDeprecatedReference () | Returns true if this node references a deprecated type or member. |
bool | HasExternalDependencies ( TArray< class UStruct* >*... ) | Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). |
void | JumpToDefinition () | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
void | ReconstructNode () | Refresh the connectors on a node, preserving as many connections as it can. |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | Serialize ( FArchive& Ar ) | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bSelfContext_DEPRECATED | Whether or not this should be a "self" context |
FName | VariableName_DEPRECATED | Name of variable |
TSubclassOf< cl... | VariableSourceClass_DEPRECATED | Class that this variable is defined in. Should be NULL if bSelfContext is true. |