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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h |
Include | #include "K2Node_MakeContainer.h" |
Syntax
class UK2Node_MakeContainer :
public [UK2Node](API\Editor\BlueprintGraph\UK2Node),
public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)
Variables
Type | Name | Description |
---|---|---|
EPinContainerTy... | ContainerType | |
int32 | NumInputs | The number of input pins to generate for this node |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_MakeContainer ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
bool | CanResetToWildcard () | |
void | ClearPinTypeToWildcard () | If needed, will clear all pins to be wildcards |
void | GetKeyAndValuePins ( TArray< UEdGraphPin* >& KeyPi..., TArray< UEdGraphPin* >& Value... ) | |
UEdGraphPin ... | GetOutputPin () | |
FName | GetOutputPinName () | Returns a reference to the output array pin of this node, which is responsible for defining the type |
FName | GetPinName ( int32 PinIndex ) | |
void | InteractiveAddInputPin () | Helper function for context menu add pin to ensure transaction is set up correctly. |
void | PropagatePinType () | Propagates the pin type from the output (set) pin to the inputs, to make sure types are consistent |
void | SyncPinNames () |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
int32 | GetNodeRefreshPriority () | |
bool | IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason ) | |
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 |
void | ReallocatePinsDuringReconstruction ( TArray< UEdGraphPin* >& OldPi... ) | Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) |
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. |
Overridden from IK2Node_AddPinInterface
Type | Name | Description |
---|---|---|
void | AddInputPin () | Add an additional input pin to this node |
void | RemoveInputPin ( UEdGraphPin* Pin ) | Attempt to remove the given pin from this node. |