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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeArray.h |
Include | #include "K2Node_MakeArray.h" |
Syntax
class UK2Node_MakeArray : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_MakeArray ( const FObjectInitializer& ObjectIn... ) |
Overridden from UK2Node_MakeContainer
Type | Name | Description |
---|---|---|
FName | GetOutputPinName () | Returns a reference to the output array pin of this node, which is responsible for defining the type |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
void | GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets a list of actions that can be done to this particular node |
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 | IncludeParentNodeContextMenu () | Does the node context menu inherit parent class's menu |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |