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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallArrayFunction.h |
Include | #include "K2Node_CallArrayFunction.h" |
Syntax
class UK2Node_CallArrayFunction : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_CallArrayFunction ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | GetArrayPins ( TArray< FArrayPropertyPinCombo >& ... ) | Retrieves the array pins and their property pins as a combo-struct |
void | GetArrayTypeDependentPins ( TArray< UEdGraphPin* >& OutPi... ) | Gather all pins on this node that are dependent on the array type, including the Array target pin. |
UEdGraphPin ... | GetTargetArrayPin () | Retrieves the target pin for the function |
bool | IsWildcardProperty ( UFunction* InArrayFunction, const FProperty* InProperty ) | Checks if the passed in property is a wildcard property |
void | PropagateArrayTypeInfo ( const UEdGraphPin* SourcePin ) |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ConvertDeprecatedNode ( UEdGraph* Graph, bool bOnlySafeChanges ) | Performs a node-specific deprecation fixup, which may delete this node and replace it with another one |
bool | DoesInputWildcardPinAcceptArray ( const UEdGraphPin* Pin ) | |
bool | DoesOutputWildcardPinAcceptContainer ( const UEdGraphPin* Pin ) | |
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. |